void Place() { //If current cell is available if (currentCell.currentWall == null && currentCell.currentCoin == null) { currentPhase = WallPhase.ghostPlaced; GameManager.Instance.EndBuildPhase(); } else { Debug.Log("Wall onspot"); } }
public IEnumerator PlaceWall() { Debug.Log("placing wall"); myRenderer.enabled = true; myRenderer.material.color = standardColor; currentPhase = Wall.WallPhase.build; if (GridManager.Instance.CellAtGrid(currentCell).currentWall == null) { yield return(StartCoroutine(StartBuildAnimation())); AddToCell(); } else { //Wall on grid, this cant be placed Debug.Log("Destroying wall"); Destroy(this.gameObject); } yield return(null); }
public void StartSetPosition() { currentPhase = WallPhase.selectPosition; }
// Use this for initialization private void Awake() { myRenderer = GetComponent <Renderer>(); currentPhase = WallPhase.build; standardColor = myRenderer.material.color; }