public bool UpgradeToNextTower(int ID = 0) { UnitTower nextLevelTower = nextLevelTowerList[Mathf.Clamp(ID, 0, nextLevelTowerList.Count)]; int cost = GetCost(); bool isSuffCost = ResourceManager.HasSufficientResource(cost); if (isSuffCost == true) { ResourceManager.SpendResource(cost); GameObject towerObj = (GameObject)Instantiate(nextLevelTower.gameObject, thisT.position, thisT.rotation); UnitTower towerInstance = towerObj.GetComponent <UnitTower>(); towerInstance.InitTower(instanceID); towerInstance.SetPlatform(occupiedPlatform, occupiedNode); towerInstance.AddValue(value); towerInstance.SetLevel(level + 1); towerInstance.Build(); GameControl.SelectTower(towerInstance); if (onUpgradedE != null) { onUpgradedE(towerInstance); } Destroy(thisObj); return(true); } return(false); //"Insufficient Resource"; }
public string UpgradeToNextTower(int ID = 0) { UnitTower nextLevelTower = nextLevelTowerList[Mathf.Clamp(ID, 0, nextLevelTowerList.Count)]; GameObject towerObj = (GameObject)Instantiate(nextLevelTower.gameObject, thisT.position, thisT.rotation); UnitTower towerInstance = towerObj.GetComponent <UnitTower>(); towerInstance.InitTower(instanceID); towerInstance.SetPlatform(occupiedPlatform, occupiedNode); towerInstance.AddValue(value); towerInstance.SetLevel(level + 1); towerInstance.Build(true); GameControl.SelectTower(towerInstance); Destroy(thisObj); return(""); }