//depending which one you click saves the active click? void Update() { if (Input.GetMouseButtonDown(0)) //Has the mouse clicked? { ass.clip = FindObjectOfType <Game_Manager>().audios[2]; ass.Play(); hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero); hitForTower = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero, 1 << LayerMask.NameToLayer("Grid")); //Find out what the click was //Debug.Log (hit.collider.gameObject.name); //So from here its what do you want to do with when you click and stuff. //I click tile, if I've select tower 1, then I want to instantiate tower 1 on that tile, so instantiate that tower position = tile position. if (hitForTower.collider.gameObject.name == "TowerEasyBuy" && gm.points >= 100) { towerSelected = towers [0]; gm.DecreasePoints(100); } else if (hitForTower.collider.gameObject.name == "TowerMediumBuy" && gm.points >= 200) { towerSelected = towers [1]; gm.DecreasePoints(200); } else if (hitForTower.collider.gameObject.name == "TowerHardBuy" && gm.points >= 300) { towerSelected = towers [2]; gm.DecreasePoints(300); } //If I have a selected tile and I have a tower saved, im sorry for this if (towerSelected && hitForTower.collider.gameObject.tag == "FloorSquare" && hitForTower.collider.gameObject.GetComponent <Tile>().towerPlaced == false) { hitForTower.collider.gameObject.GetComponent <Tile> ().towerPlaced = true; ass.clip = FindObjectOfType <Game_Manager>().audios[3]; ass.Play(); GameObject newTower = Instantiate(towerSelected); hitForTower.collider.gameObject.GetComponent <Tile> ().tower = newTower; newTower.GetComponent <Player_System> ().gridObject = hitForTower.collider.gameObject; newTower.transform.position = hit.collider.gameObject.transform.position; //SAve the tower, and save the tile where a tower is. // Find the tower with 0 health, and the tile set to true, then set that to false towerSelected = null; } } //Calculates overall enemy count overallEnemyCount = row1EnemyCount + row2EnemyCount + row3EnemyCount; }