Пример #1
0
    // Update is called once per frame
    void Update()
    {
        currencyAvailable = GameObject.Find("GameManager").GetComponent <GameManager> ().currency;
        turretHealth      = GetComponent <TowerBehaviour> ().currentTurretHealth;

        switch (levelCase)
        {
        case 0:
            currentLevel = TurretLevel.Level0;
            break;

        case 1:
            currentLevel = TurretLevel.Level1;

            break;

        case 2:
            currentLevel = TurretLevel.Level2;

            break;

        case 3:
            currentLevel = TurretLevel.Level3;

            break;
        }
    }
Пример #2
0
    // Update is called once per frame
    void Update()
    {
        currencyAvailable = GetComponent <GameManager> ().currency;

        switch (levelCase)
        {
        case 0:
            currentLevel = TurretLevel.Level0;
            break;

        case 1:
            currentLevel = TurretLevel.Level1;

            break;

        case 2:
            currentLevel = TurretLevel.Level2;

            break;

        case 3:
            currentLevel = TurretLevel.Level3;

            break;
        }
    }
Пример #3
0
    public void increaseLevel()                                 //functino to increase level
    {
        int currentLevelIndex = levels.IndexOf(currentLevel);   //curentLevelIndex is set to the index of current level

        if (currentLevelIndex < levels.Count - 1)               //if currentLevelIndex is less than levels count - 1
        {
            CurrentLevel = levels[currentLevelIndex + 1];       //increase current level
        }
    }
Пример #4
0
 private bool CanUpgradeTurret()                                           //bool functino to check if turret can be upgraded
 {
     if (turret != null)                                                   //if turret is not null
     {
         TurretData  turretData = turret.GetComponent <TurretData>();      //get component to the turretdata
         TurretLevel nextLevel  = turretData.getNextLevel();               //get reference to the getNextLevel function
         if (nextLevel != null)                                            //if next level does not return null
         {
             return(gameManager.Gold >= nextLevel.cost);                   //return gold is greater than next level cost
         }
     }
     return(false);
 }
Пример #5
0
 void OnEnable()
 {
     CurrentLevel = levels[0];      //sets the currentlevel to level 0
 }
Пример #6
0
 void Start()
 {
     currentLevel = TurretLevel.Level0;
     fullHealth   = GetComponent <TowerBehaviour> ().totalTurretHealth;
     tow          = GetComponent <TowerBehaviour>();
 }
Пример #7
0
 // Use this for initialization
 void Start()
 {
     currentLevel = TurretLevel.Level0;
     Debug.Log(currentLevel);
 }
Пример #8
0
 public void Setup(TurretLevel level)
 {
     this.level = level;
 }