public void OnSdandardSelected(bool isOn) { if (isOn) { selectedTurret = SdandardTurret; } }
//选择炮台类型 public void OnLaserSelected(bool isOn) { if (isOn) { selectedTurret = laserTurret; } }
public void OnMissileSelected(bool isOn) { if (isOn) { selectedTurret = MissileTurret; } }
//建造炮台 public void BuildTurret(TurretDate turretDate) { this.turretDate = turretDate; isUpgraded = false; turretGO = Instantiate(turretDate.turretPrefab, transform.position, Quaternion.identity); GameObject effect = Instantiate(buildEffect, transform.position, Quaternion.identity); Destroy(effect, 1.5f); }
//拆除炮台 public void DestroyTurret() { //TODO Destroy(turretGO); isUpgraded = false; turretGO = null; turretDate = null; GameObject effect = Instantiate(buildEffect, transform.position, Quaternion.identity); Destroy(effect, 1.5f); }
public void CreateTurret(TurretDate turretDate, Transform parent) { currentTurret = turretDate; isGrade = true; if (turretDate.turretType == TurretType.LaserTurret) { turret = Instantiate(turretDate.normalTurrent, transform.position + new Vector3(0, laseroffset, 0), Quaternion.identity); turret.transform.SetParent(parent); } else { turret = Instantiate(turretDate.normalTurrent, transform.position + new Vector3(0, offset, 0), Quaternion.identity); turret.transform.SetParent(parent); } GameObject effect = Instantiate(this.effect, transform.position + new Vector3(0, offset, 0), Quaternion.identity); effect.transform.rotation = Quaternion.Euler(-90, 0, 0); effect.GetComponent <ParticleSystem>().Play(); AudioSource.PlayClipAtPoint(createEffectClip, transform.position); }
public void LaserTurretToggle() { selectedTurret = laserTurret; }
public void TurretToggle() { selectedTurret = turret; }
public void MissileTurretToggle() { selectedTurret = missileTurret; }
void Start() { selectedTurret = missileTurret; coinText.enabled = false; }