/// <summary>
 ///
 /// </summary>
 public void RangeButtonClick()
 {
     if (my_gameController.GetCurrency() > 0)
     {
         my_tower.towerRange += 10;
         my_currencyController.ChangeCurrency(-(my_tower.my_levelData.generalCost));
         my_tower.specializeCount++;
         Hide();
     }
 }
示例#2
0
 /// <summary>
 ///
 /// </summary>
 public void SellButtonClick()
 {
     my_tower.gameObject.GetComponentInParent <TowerPlaces>().ActivateMe();
     my_currencyController.ChangeCurrency(my_tower.my_levelData.sellPrice);
     Hide();
     Destroy(my_tower.gameObject);
     my_tower.specializeCount = 0;
 }
示例#3
0
        /// <summary>
        /// Build fuction for tower.
        /// Attached TowerBuildUI's buttons.
        /// </summary>
        public void BuildTower()
        {
            if (my_gameController.GetCurrency() > 0)
            {
                buttonName = EventSystem.current.currentSelectedGameObject.name;
                Debug.Log("create: " + buttonName);
                switch (buttonName)
                {
                case "Tower1":
                    my_GameUI.BuyTower(Tower1, my_inputController.buildPosition, new Quaternion(0, 0, 0, 0));
                    my_currencyController.ChangeCurrency(-Tower1.GetComponent <Tower>().buildCost);
                    activeTowerPlace.isOccupied = true;

                    break;

                case "Tower2":
                    my_GameUI.BuyTower(Tower2, my_inputController.buildPosition, new Quaternion(0, 0, 0, 0));
                    my_currencyController.ChangeCurrency(-Tower2.GetComponent <Tower>().buildCost);
                    activeTowerPlace.isOccupied = true;
                    break;

                case "Tower3":
                    my_GameUI.BuyTower(Tower3, my_inputController.buildPosition, new Quaternion(0, 0, 0, 0));
                    my_currencyController.ChangeCurrency(-Tower3.GetComponent <Tower>().buildCost);
                    activeTowerPlace.isOccupied = true;
                    break;

                case "Tower4":
                    my_GameUI.BuyTower(Tower4, my_inputController.buildPosition, new Quaternion(0, 0, 0, 0));
                    my_currencyController.ChangeCurrency(-Tower4.GetComponent <Tower>().buildCost);
                    activeTowerPlace.isOccupied = true;
                    break;

                default:
                    break;
                }
                this.gameObject.SetActive(false);
            }
        }
        public void GetHit(float dmg)
        {
            currentHealth -= dmg;

            healthBar.fillAmount = currentHealth / my_enemyData.startHealth;

            if (currentHealth <= 0)
            {
                my_currencyController.ChangeCurrency(my_enemyData.rewardCurrency);
                Destroy(gameObject);
                Instantiate(my_enemyData.shipSplitPrefab, this.transform.position, this.transform.rotation);
            }
        }