void OnTriggerStay2D(Collider2D collider) { if (collider.gameObject.name == "Turret1Check" && upgradingTurretsBool == false) { turretScript = collider.gameObject.GetComponentInParent <Turret>(); UpgradingTurretsObjects[0] = turretScript.upgradeButtons[0]; UpgradingTurretsObjects[0].SetActive(true); UpgradingTurretsObjects[1].SetActive(true); upgradingTurretsBool = true; } if (collider.gameObject.name == "Turret2Check" && upgradingTurretsBool == false) { turret2Script = collider.gameObject.GetComponentInParent <Turret2>(); UpgradingTurretsObjects[2] = turret2Script.upgradeWindows[0]; UpgradingTurretsObjects[2].SetActive(true); UpgradingTurretsObjects[3].SetActive(true); upgradingTurretsBool = true; } if (collider.gameObject.tag == "TurretZone" && gC.purchaseTurretWindow == false) { buyingTurretScript = collider.gameObject.GetComponent <BuyingTurret>(); if (buyingTurretScript.turretSpawned == false) { purchaseTurretButtons[0] = buyingTurretScript.purchaseTurretsButton[0]; purchaseTurretButtons[0].SetActive(true); purchaseTurretButtons[1].SetActive(true); gC.purchaseTurretWindow = true; //buyingTurretScript.turretSpawned = true; } } }
private void OnTriggerStay2D(Collider2D collision) { if (collision.gameObject.name == "Turret1Check" && upgradingTurretsBool == false) { turretScript = collision.gameObject.GetComponentInParent <Turret>(); openWindow = true; UpgradingTurretsObjects[0] = turretScript.upgradeButtons[0]; UpgradingTurretsObjects[1] = turretScript.upgradeButtons[1]; UpgradingTurretsObjects[0].SetActive(true); UpgradingTurretsObjects[1].SetActive(true); UpgradingTurretsObjects[2].SetActive(true); upgradingTurretsBool = true; } // this if statement is only used to reset test to false so that OnClickEvent() starts being called again if (collision.gameObject.name == "Turret1Check") { if (pauseMovement == true) { pauseMovement = false; } } //using turret2check so the range collider doesnt trigger if (collision.gameObject.name == "Turret2Check" && upgradingTurretsBool == false) { turret2Script = collision.gameObject.GetComponentInParent <Turret2>(); UpgradingTurretsObjects[3] = turret2Script.upgradeWindows[0]; UpgradingTurretsObjects[4] = turret2Script.upgradeWindows[1]; openWindow = true; UpgradingTurretsObjects[3].SetActive(true); UpgradingTurretsObjects[4].SetActive(true); UpgradingTurretsObjects[5].SetActive(true); upgradingTurretsBool = true; } // this if statement is only used to reset test to false so that OnClickEvent() starts being called again if (collision.gameObject.name == "Turret2Check") { if (pauseMovement == true) { pauseMovement = false; } } if (collision.gameObject.name == "Turret3Check" && upgradingTurretsBool == false) { turret3Script = collision.gameObject.GetComponentInParent <Turret3>(); UpgradingTurretsObjects[6] = turret3Script.upgradeWindows[0]; UpgradingTurretsObjects[8] = turret3Script.upgradeWindows[1]; openWindow = true; UpgradingTurretsObjects[6].SetActive(true); UpgradingTurretsObjects[7].SetActive(true); UpgradingTurretsObjects[8].SetActive(true); upgradingTurretsBool = true; } // this if statement is only used to reset test to false so that OnClickEvent() starts being called again if (collision.gameObject.name == "Turret3Check") { if (pauseMovement == true) { pauseMovement = false; } } if (collision.gameObject.tag == "TurretZone" && gC.purchaseTurretWindow == false) { buyingTurretScript = collision.gameObject.GetComponent <BuyingTurret>(); if (buyingTurretScript.turretSpawned == false) { purchaseTurretButtons[0] = buyingTurretScript.purchaseTurretsButton[0]; purchaseTurretButtons[0].SetActive(true); purchaseTurretButtons[1].SetActive(true); openWindow = true; gC.purchaseTurretWindow = true; } } }