示例#1
0
    public void UpgradeTurret()
    {
        //check if the player has enough money to upgrade. otherwise nothing happens and an error message happens.
        if (PlayerStats.money < turret_blueprint.upgrade_cost)
        {
            return;
        }


        //check if the tower is already upgraded.
        if (!is_upgraded)
        {
            //otherwise, remove their old tower and money. then build them the upgraded tower.
            Destroy(tower);
            PlayerStats.money -= turret_blueprint.upgrade_cost;
            GameObject _tower = (GameObject)Instantiate(turret_blueprint.upgraded_prefab, GetBuildPosition(), Quaternion.identity);
            _tower.transform.parent = GameObject.Find("BuildList").transform;
            tower = _tower;

            click_scr = tower.GetComponent <ClickTower>();
            click_scr.pass_spots(this);

            for (int i = 0; i < times_rotated; i++)
            {
                UpgradeRotation();
            }

            is_upgraded = true;
        }
    }
示例#2
0
    public void SellTurret()
    {
        //adds money to the player's stats
        PlayerStats.money += turret_blueprint.GetSellAmount();
        //destroy the tower and reset the upgraded boolean to allow for upgrading again
        Destroy(tower);
        is_upgraded = false;
        //sets the blueprint to null because there is no current tower on this spot.
        turret_blueprint = null;

        click_scr = null;

        PlayerStats.building_amount--;
        if (PlayerStats.building_amount < 0)
        {
            PlayerStats.building_amount = 0;
        }
    }
示例#3
0
    void BuildTurret(TurretBlueprint _blueprint)
    {
        //check if the player has enough money to build. otherwise nothing happens and an error message happens.
        if (PlayerStats.money < _blueprint.cost || PlayerStats.building_amount >= PlayerStats.building_limit)
        {
            //Debug.Log("Not enough money to build.");
            return;
        }

        //otherwise, remove their money from the cost and build them the tower.
        Destroy(previewed_tower);
        PlayerStats.money -= _blueprint.cost;
        GameObject _tower = (GameObject)Instantiate(_blueprint.prefab, GetBuildPosition(), Quaternion.identity);

        _tower.transform.parent = GameObject.Find("BuildList").transform;
        tower = _tower;

        click_scr = tower.GetComponent <ClickTower>();
        click_scr.pass_spots(this);

        turret_blueprint = _blueprint;
        PlayerStats.building_amount++;
    }