private void UpdateHPCounter(RunTimeTowerData towerAttacked) { if (towerData.GameObject.Equals(towerAttacked.GameObject)) { SetCounterValue(towerData.valHp); } }
private void Awake() { towerData = GetComponent <RunTimeTowerData>(); wasDestroyed = false; Health = towerData.valHp; }
private void Awake() { textCounterHP = GetComponent <TextMeshProUGUI>(); towerData = GetComponentInParent <RunTimeTowerData>(); startHp = towerData.valHp; }
private void OnTowerDestruction(RunTimeTowerData tower) { Transform towerTransform = tower.GameObject.transform; HandleEnemyLeavedAttackRadio(towerTransform); construcionsList.Remove(towerTransform); }
private void HandleTowerDestruction(RunTimeTowerData tower) { if (tower.isEnemy) { TowersDestroyedScore += tower.valScore; } TotalScore = CalculeTotalScore(); }
private void HandleTowerDestroyedEvent(RunTimeTowerData tower) { GameObject towerGameObject = tower.GameObject; if (!tower.isEnemy) { Vector2 newBuildSlot = towerGameObject.GetComponentInChildren <AISlotUnlocker>().transform.position; buildingPositions.Add(newBuildSlot); } constructionsList.Remove(towerGameObject.transform); }
private void HandleTowerDestroyed(RunTimeTowerData towerDestroyed) { Transform tower = gameObject.transform.parent; if (tower == towerDestroyed.GameObject.transform) { if (unlockSlot) { Instantiate(prefabAIBuildSlot, transform.position, Quaternion.identity); } towerDestroyedEvent.UnregisterListener(HandleTowerDestroyed); } }
private int CountTowersDefendedScore() { int score = 0; GameObject[] towersInGame = GameObject.FindGameObjectsWithTag("Tower"); foreach (GameObject tower in towersInGame) { RunTimeTowerData towerData = tower.GetComponent <RunTimeTowerData>(); score += towerData.valScore; } return(score); }
void Start() { switch (transform.parent.tag) { case ("Troop"): RunTimeTroopData troopData = GetComponentInParent <RunTimeTroopData>(); isEnemy = troopData.isEnemy; break; case ("Tower"): RunTimeTowerData towerData = GetComponentInParent <RunTimeTowerData>(); isEnemy = towerData.isEnemy; break; case ("Hero"): RunTimeHeroData heroData = GetComponentInParent <RunTimeHeroData>(); isEnemy = heroData.isEnemy; break; case ("Core"): RunTimeCoreData coreData = GetComponentInParent <RunTimeCoreData>(); isEnemy = coreData.isEnemy; break; } if (isEnemy) { gameObject.layer = 11; } else { gameObject.layer = 12; } }
private void HandleTowerDestroyed(RunTimeTowerData tower) { CompleteWave(); }