public void SellTurret() { PlayerStats.Money += turretBlueprint.GetSellAmount(); GameObject effect = (GameObject)Instantiate(buildManager.sellEffect, GetBuildPosition(), Quaternion.identity); Destroy(effect, 5f); Destroy(turret); turretBlueprint = null; }
public void SellTurret() { PlayerStats.Money += turretBlueprint.GetSellAmount(); // Erzeugen des Effekts vom verkaufen GameObject sellEffectGO = (GameObject)Instantiate(buildManager.sellEffect, GetBuildPosition(), Quaternion.identity); Destroy(sellEffectGO, 5f); Destroy(turret); turretBlueprint = null; }
public void SellTurret() { PlayerStats.Money += turretBlueprint.GetSellAmount(); //cool code animation GameObject effect = Instantiate(buildManager.sellEffect, GetBuildPosition(), Quaternion.identity); //when turret is sold, this effect happens Destroy(effect, 5f); Destroy(turret); turretBlueprint = null; }
public void SellTurret() { PlayerStats.Money += turretBlueprint.GetSellAmount(); //spawn a cool effect; Destroy(turret); turretBlueprint = null; GameObject sellEffect = Instantiate(buildManager.buildEffect, transform.position + new Vector3(0f, 1f, 0f), Quaternion.identity); Destroy(sellEffect, 0.3f); }
public void SellTurret() { PlayerStats.money += turretBlueprint.GetSellAmount(isUpgraded); //Spawn Effect GameObject timeEffect = (GameObject)Instantiate(buildManager.sellEffect, GetBuildPos(), Quaternion.Euler(180, 0, 0)); //change buildeffect to uprgadeEffect for variation (?) Destroy(timeEffect, 5f); Destroy(turret); turretBlueprint = null; }
public void SellTurret() { PlayerStats.Money += turretBlueprint.GetSellAmount(); var effect = Instantiate(buildManager.sellEffect, GetBuildPosition(), Quaternion.identity); Destroy(effect, 5f); Destroy(turret); turretBlueprint = null; nodeSensorData.SetTurretType(TurretType.None); }
public void SellTurret() { PlayerStats.Money += turretBlueprint.GetSellAmount(); occupied = false; Destroy(turret); img.color = savedStartColor; startColor = savedStartColor; hoverColor = savedHoverColor; invalidColor = savedInvalidColor; turretBlueprint = null; }
/// <summary> /// Selling buildt turret /// </summary> public void SellTurret() { PlayerStats.Money += turretBlueprint.GetSellAmount(); //Creates selling effect and destroy it from Scene after 2s GameObject effect = Instantiate(buildManager.sellEffect, GetBuildPosition(), Quaternion.identity); Destroy(effect, 2f); Destroy(turret); turretBlueprint = null; isUpgraded = false; }
// sell the turret when the sell button is activated public void SellTurret() { // add half of the turret's cost to the player's money PlayerStats.Money += turretBlueprint.GetSellAmount(); //spawn an effect and destroy turret GameObject effect = (GameObject)Instantiate(buildManager.sellEffect, GetBuildPosition(), Quaternion.identity); Destroy(effect, 5f); Destroy(turret); turretBlueprint = null; isUpgraded = false; }
public void SellTurret() { PlayerStats.Money += turretBluePrint.GetSellAmount(); GameObject sellEffect = (GameObject)Instantiate(buildManager.sellTurretEffect, getBuildPosition(), Quaternion.identity); Destroy(sellEffect, 1.0f); Destroy(turret); turretBluePrint = null; isUpgraded = false; }
public void SellTurret() { soundManager.PlaySoundEffect("ItemPurchase"); PlayerStats.Money += turretBlueprint.GetSellAmount(); Destroy(turret); GameObject effect = Instantiate(buildManager.sellEffectPrefab, GetBuildPosition(), Quaternion.identity) as GameObject; Destroy(effect, 5f); turretBlueprint = null; }
public void SellTurret() { if (!isUpgraded) { GameManager.instance.playerStats.Money += turretBlueprint.GetSellAmount(); } else { GameManager.instance.playerStats.Money += turretBlueprint.GetSellAmount() * 2; } GameManager.instance.levelMgr.RefreshMoney(); GameObject effect = Instantiate(buildManager.sellEffect, GetBuiltPosition(), Quaternion.identity); effect.GetComponent <Renderer>().material.color = turret.GetComponentInChildren <MeshRenderer>().material.color; effect.transform.parent = hierarchyManager.EffectsParent; Destroy(effect, 3f); Destroy(turret); turretBlueprint = null; isUpgraded = false; }
public void SellTurret() { PlayerStats.Instance.ChangeMoney(turretBlueprint.GetSellAmount()); GameObject _selleffect = MyObjectPooler.Instance.SpawnFromPool(buildManager.sellEffect); _selleffect.transform.position = GetBuildPosition(); _selleffect.transform.rotation = Quaternion.identity; _selleffect.SetActive(true); MyObjectPooler.Instance.ReturnToPool(turret); turret = null; turretBlueprint = null; }
public void SellTurret() { PlayerStats.Money += turretBlueprint.GetSellAmount(); // Spawn a cool effect GameObject effect = (GameObject)Instantiate(buildManager.buildEffect, GetBuildPosition(), Quaternion.identity); Destroy(effect, 5f); isUpgraded = false; Destroy(turret); turretBlueprint = null; }
public void SellTurret() { PlayerStats.Money += turretBlueprint.GetSellAmount(); GameObject sellEffect = (GameObject)Instantiate(buildManager.sellEffect, GetBuildPosition(), Quaternion.identity); Destroy(sellEffect, 5f); UpdateTempFavorValues("Selling"); turretLevel = 0; Destroy(turret); turretBlueprint = null; }
public void SellTurret() { // Get the damn money PlayerStats.Money += turretBlueprint.GetSellAmount(); // Destroy the object Destroy(turret); // Play a cool thing GameObject effect = (GameObject)Instantiate(buildManager.sellEffect, GetBuildPosition(), Quaternion.identity); Destroy(effect, 5f); turretBlueprint = null; }
public void SellTurret() { if (isUpgraded == false) { PlayerStats.Money += turretBlueprint.GetSellAmount(); } else if (isUpgraded == true) { PlayerStats.Money += turretBlueprint.GetUpSellAmount(); } Destroy(turret); turretBlueprint = null; turret = null; isUpgraded = false; }
public void CallSellTurret() { if (player == null) { player = FindObjectOfType <LocalPlayerCommands>(); } if (turretBlueprint == null) { BuildManager.Instance.message.PlayMessage("No Turret To Sell!", transform, Color.red); return; } playerStats.money += turretBlueprint.GetSellAmount(isUpgraded); player.CmdSellTurret(nodeID); }
public void SellTurret() { if (!isUpgraded) { PlayerStats.Money += turretBlueprint.GetSellAmount(); } else { PlayerStats.Money += turretBlueprint.GetUpgradeSellAmount(); } //TODO add cool effect Destroy(turret); turretBlueprint = null; isUpgraded = false; }
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; } }
public void SellTurret() { PlayerStats.Money += turretBlueprint.GetSellAmount(); // TODO do better sound GameObject soundGameObject = new GameObject(); soundGameObject.transform.position = turret.transform.position; AudioSource audioSource = soundGameObject.AddComponent <AudioSource>(); audioSource.clip = Resources.Load("Sound/Cha Ching") as AudioClip; audioSource.Play(); Destroy(soundGameObject, 5f); Destroy(turret); turret = null; turretBlueprint = null; isUpgraded = false; }
public void SellTurret() { // Refund Player some Money PlayerStats.Money += turretBlueprint.GetSellAmount(); // Stop Repeating Function checking turrets health CancelInvoke(nameof(CheckForDamage)); //Spawn Effect GameObject effect = Instantiate(buildManager.sellEffect, GetBuildPosition(), Quaternion.identity); Destroy(effect, 5f); Destroy(turret); turretBlueprint = null; isDamaged = false; isDestroyed = false; }
public void SellTurret() { if (!isUpgraded) { PlayerStats.money += turretBlueprint.GetSellAmount(); } else { PlayerStats.money += turretBlueprint.GetSellAmountIsUpgraded(); isUpgraded = false; } Destroy(turret); turretBlueprint = null; GameObject temp = Instantiate(BuildManager.instance.sellEffect, GetBuildPosition(), Quaternion.identity); Destroy(temp, 4f); }
public void SellTurret() { if (turret == null) { return; } BattleManager.instance.stats.Money += turretBlueprint.GetSellAmount(); GameObject effects = GameObject.Find("Effects"); if (!effects) { effects = new GameObject("Effects"); } GameObject effect = Instantiate(buildManager.sellEffect, GetBuildPosition(), Quaternion.identity, effects.transform); Destroy(effect, 5f); Destroy(turret); turretBlueprint = null; GameToast.Add("Turret sold!"); }
public void SellTurret() { if (!isUpgraded) //업그레이드 안된 경우 //Destroy current Turret and earn some amount of money { PlayerStats.Money += turretBlueprint.GetSellAmount(); } else { //업그레이드 된 경우 PlayerStats.Money += turretBlueprint.Get_UpgradeSellAmount(); } //Spawn a cool effect GameObject effect = (GameObject)Instantiate(buildManager.sellEffect, GetBuildPosition(), Quaternion.identity); Destroy(effect, 5f); //Destroy effect after 5 seconds Destroy(turret); isUpgraded = false; turretBlueprint = null; }
/* * void OnMouseDown() * { * if (EventSystem.current.IsPointerOverGameObject()) * { * return; * } * * if (buildManger.GetTurretToBuild() == null) * return; * * if (turret != null) * { * Debug.Log("Can't build there! "); * return; * } * * GameObject turretToBuild = Red_BuildManager.instance.GetTurretToBuild(); * turret = (GameObject)Instantiate(turretToBuild, transform.position + positonOffset, transform.rotation); * } * * void OnMouseEnter() * { * if (EventSystem.current.IsPointerOverGameObject()) * { * return; * } * if (buildManger.GetTurretToBuild() != null) * { * rend.material.color = hColor; * } * return; * } * * void OnMouseExit() * { * rend.material.color = startColor; * } * */ public void SellTurret() { RedPlayerStats.Money += turretBlueprint.GetSellAmount(); Destroy(turret); buildManger.DeselectNode(); }
public void SellTurret() { PlayerStats.Money = PlayerStats.Money + turretBlueprint.GetSellAmount(); Destroy(turret); turretBlueprint = null; }
public int getTurretBlueprintSaleProfit() { return(turretBlueprint.GetSellAmount()); }