public void RegisterBuildBalloon() { Debug.Log("Register build balloon and selected tile is " + selectedTile); if (actionPointsThisTurn - apToBuildBalloon < 0) { Debug.Log("Not enough AP"); return; } if (selectedTile.PlaceObjectOnThisTile(balloonPrefab, tc.GetActivePlayer()) == false) { // Don't do the stuff } else { PlayerController p = tc.GetActivePlayer(); List <GameTile> newLand = selectedTile.CalculateOwnership(p); p.AddLandToList(newLand); if (p.GetName() == "First") { selectedTile.transform.GetChild(0).GetComponent <SpriteRenderer>().color = Color.red; } else { selectedTile.transform.GetChild(0).GetComponent <SpriteRenderer>().color = Color.blue; } SubtractAP(apToBuildBalloon); am.Play("placeSFX"); } }
/// <summary> /// Checks if the position is valid for a bridge and places it. /// Returns true if it succeeded. /// </summary> /// <param name="pos"></param> public bool PlaceBridgeAtPosition(Vector3 pos) { // Debug.Log("Register build bridge"); if (CheckValidBridgePosition(pos) == false) { return(false); } else { // Debug.Log("Valid bridge position check succeeded"); GameObject newBridge = (GameObject)Instantiate(bridgePrefab); newBridge.transform.position = pos; newBridge.transform.SetParent(this.transform); PlayerController p = turnController.GetActivePlayer(); newBridge.GetComponent <GameTile>().CalculateOwnership(p); return(true); } }