public void UpdateDropdown()
 {
     dropdown.interactable = true;
     dropdown.gameObject.SetActive(true);
     dropdown.ClearOptions();
     towerProjectile = GetComponent <TurretMenu>().turretSelected.GetComponent <TowerProjectile>();
     if (towerProjectile && towerProjectile.targetStyles != null)
     {
         dropdown.AddOptions(towerProjectile.targetStyles);
         dropdown.value = towerProjectile.targetStyles.IndexOf(towerProjectile.targetSelected);
     }
     else
     {
         towerLaser = GetComponent <TurretMenu>().turretSelected.GetComponent <TowerLaser>();
         if (towerLaser && towerLaser.targetStyles != null)
         {
             dropdown.AddOptions(towerLaser.targetStyles);
             dropdown.value = towerLaser.targetStyles.IndexOf(towerLaser.targetSelected);
         }
         else
         {
             dropdown.interactable = false;
             dropdown.gameObject.SetActive(false);
         }
     }
     dropdown.RefreshShownValue();
 }
示例#2
0
 public void UpdateDropdown()
 {
     dropdown.interactable = true;
     dropdown.ClearOptions();
     towerProjectile = GetComponent <TurretMenu>().turretSelected.GetComponent <TowerProjectile>();
     if (towerProjectile)
     {
         dropdown.AddOptions(towerProjectile.targetStyles);
         Debug.Log("projectlie");
         dropdown.value = towerProjectile.targetStyles.IndexOf(towerProjectile.targetSelected);
     }
     else
     {
         towerLaser = GetComponent <TurretMenu>().turretSelected.GetComponent <TowerLaser>();
         if (towerLaser)
         {
             dropdown.AddOptions(towerLaser.targetStyles);
             Debug.Log("lasers");
             dropdown.value = towerLaser.targetStyles.IndexOf(towerLaser.targetSelected);
         }
         else
         {
             dropdown.interactable = false;
         }
     }
     dropdown.RefreshShownValue();
 }
示例#3
0
    public override void Awake()
    {
        base.Awake();
        if (m_Laser == null)
        {
            m_Laser = Instantiate(attackProjectile);
        }
        m_LaserData = m_Laser.GetComponent <TowerLaser>();
        m_Laser.transform.position = new Vector3(-50, -50, 0);
        m_LaserData.ShootPos       = laserOrgin;
        GetRMS.s_LeadCue          += Attack;
        GetRMS.s_OnLeadLost       += Idle;

        m_Animation = GetComponent <SkeletonAnimation>();
        StartCoroutine(SpawnEffect());
    }