// TODO: slight bug with mobile; after building tower, can't select a tower to see upgrades / deets UI
    // Issue seems to stem from TD_SBF_Node.cs
    public void SelectNode(TD_SBF_Node node)
    {
        // Controller Support
        if (buildDescBarSel.bIsNowBuildDescMode)
        {
            return;
        }

        if (selectedNode == node)
        {
            DeselectNode();
            return;
        }

        if (buildDescriptionBar.gameObject.activeSelf)
        {
            cMan.DisableBuildDescriptionBar();
        }

        selectedNode  = node;
        turretToBuild = null;

        if (Screen.width >= Screen.height)
        {
            nodeUI_H.SetTarget(node);
        }
        else
        {
            nodeUI_V.SetTarget(node);
        }
    }
    public void DeselectNode()
    {
        selectedNode = null;

        if (Screen.width >= Screen.height)
        {
            nodeUI_H.Hide();
        }
        else
        {
            nodeUI_V.Hide();
        }
    }
    public void SelectTurretToBuild(TD_SBF_TurretBlueprint turret)
    {
        turretToBuild = turret;
        selectedNode  = null;

        if (Screen.width >= Screen.height)
        {
            nodeUI_H.Hide();
        }
        else
        {
            nodeUI_V.Hide();
        }
    }
Exemplo n.º 4
0
    public void SetTarget(TD_SBF_Node _target)
    {
        Debug.Log("node ui - set target");
        Debug.Log(_target);
        if (selectionEffect)
        {
            Destroy(selectionEffect);
        }

        target = _target;

        selectionEffect = Instantiate(
            TD_SBF_BuildManager.td_sbf_instance.selectionEffect,
            target.GetBuildPosition() + new Vector3(0, 0.420f, 0),
            Quaternion.identity);

        if (target.towerLevel == 1)
        {
            upgradeCost.text           = "-" + (target.turretBlueprint.cost * target.turretBlueprint.upgradeCostMultiplier);
            upgradeButton.interactable = true;
            upgradeButton.GetComponent <Image>().enabled = true;
        }
        else if (target.towerLevel == 2)
        {
            upgradeCost.text = "-" + (target.turretBlueprint.cost *
                                      target.turretBlueprint.upgradeCostMultiplier * target.turretBlueprint.upgradeCostMultiplier);
            upgradeButton.interactable = true;
            upgradeButton.GetComponent <Image>().enabled = true;
        }
        else
        {
            upgradeCost.text           = "MAX'D";
            upgradeButton.interactable = false;
            upgradeButton.GetComponent <Image>().enabled = false;
        }

        sellAmount.text = "+" + target.turretBlueprint.GetSellAmount(_target.towerLevel);

        ui.SetActive(true);
        cMan.BelayTUBInteractability();
    }