private void Start() { tiles = new Dictionary <Vector2, Tile>(); resetGame += ResetBoard; resetGame(); display.gameObject.SetActive(false); attackButton.SetActive(false); shop.SetupShop(teams); shop.HideShop(); shop.unitBought += UpdateUI; UpdateUI(); }
/// <summary> /// Attempts to buy the unit /// </summary> public void BuyUnit() { if (team.Currency >= unitPrefab.GetComponent <Unit>().Cost) { Unit newUnit = Instantiate(unitPrefab, team.transform).GetComponent <Unit>(); newUnit.Position = Board.SelectedPosition; newUnit.currentMoveRange = 0; newUnit.Team = team.teamType; Board.Tiles[Board.SelectedPosition].OccupyingUnit = newUnit; team.Currency -= newUnit.Cost; team.AddUnit(newUnit); if (shop.unitBought != null) { shop.unitBought(); } } Board.DeselectTiles(); Board.SelectionState = SelectionState.Unit; shop.HideShop(); }