/// <summary> /// Displays when player earns a reward. /// Tells them what they earned and why. /// Authors: Steven Johnson, Courtney Chu /// </summary> public static IEnumerator DisplayRewardsPanel() { if (didUpgradeFirstTower && notYetReceivedFirstTowerUpgradeReward) { rewardsPanelText.text = "You Upgraded your first tower! Nice!"; rewardsPanel.SetActive(true); GameManager.notYetReceivedFirstTowerUpgradeReward = false; AddMoney(20); } else if (didPlaceBulletTower && didPlaceShotgunTower && didPlaceBlackHoleTower && didPlaceLaserTower && didPlaceFlameTower && notYetReceivedTowerPlacementReward) { rewardsPanelText.text = "You placed one of every tower type! Nice!"; rewardsPanel.SetActive(true); GameManager.notYetReceivedTowerPlacementReward = false; AddMoney(50); } else if (didUpgradeBulletTower && didUpgradeShotgunTower && didUpgradeBlackHoleTower && didUpgradeLaserTower && didUpgradeFlameTower && notYetReceivedTowerUpgradeReward) { rewardsPanelText.text = "You upgraded one of every tower type! Nice!"; rewardsPanel.SetActive(true); GameManager.notYetReceivedTowerUpgradeReward = false; CastleManager.AddCastleHealth(); } yield return(new WaitForSeconds(6)); rewardsPanel.SetActive(false); }
/// <summary> /// If eligible, adds 100 to the castle health, takes appropriate amount of money /// </summary> public void UpgradeCastleHealth() { if (upgradeHealthCost <= GameManager.money) { GameManager.AddMoney(-upgradeHealthCost); CastleManager.AddCastleHealth(); } }