public bool AddTower(Tower tower) { if (IsFull()) { return(false); } Tower t = Instantiate(tower); TowerSet towerToUse = new TowerSet(); towerToUse.tower = t; //towerToUse.realTower = towerObj; spawnedTowers.Add(towerToUse); return(true); }
/*public bool RemoveTower(Tower tower) { shouldnt be necessary * if (spawnedTowers.Remove(tower)) { * Destroy(tower); * return true; * } * return false; * }*/ public List <TowerSet> SaveTower(GameObject towerToSave) { for (int i = spawnedTowers.Count - 1; i >= 0; i--) { TowerSet tower = spawnedTowers[i]; if (towerToSave != null && towerToSave != spawnedTowers[i].realTower) { //Instantiate(wall, spawnedTowers[i].realTower.transform.position, Quaternion.identity); if (spawnedTowers[i].realTower != null) { spawnedTowers[i].realTower.gameObject.GetComponent <Animator>().SetTrigger("Despawn"); // Destroy(spawnedTowers[i].realTower.gameObject); } spawnedTowers.Remove(spawnedTowers[i]); } } return(spawnedTowers); }