public void SaleTurret(TurretScript ts) { stageController.gold += ts.GetSaleGold(); GameObject.Find("TurretUpdateUI").GetComponent <TurretUpdateUIController>().HideTurretInfo(); Vector3Int aPos = mapController.WorldToArray(ts.GetPosition()); mapController.mapArray[aPos.x, aPos.y] = Utils.GROUND; DeleteTurret(ts); AudioManager.instance.PlaySound("se_sell"); //敌人改变默认路径 GameObject.Find("Map").GetComponent <PathFinder>().RefreshDefaultPath(); }
public void ShowTurretInfo(TurretScript ts) { //showing = true; selected = ts; SetLocalPosition(ts.GetPosition()); //updateUI.GetComponent<RectTransform>().anchoredPosition = ts.GetPosition (); if (ts.level >= ts.maxLevel) { update.interactable = false; updateText.text = "--"; } else { update.interactable = true; //Debug.Log("enemy's price is " + ts.price); updateText.text = "$" + ts.GetUpdateGold(); } sale.interactable = true; saleText.text = "$" + ts.GetSaleGold(); levelText.text = (ts.level >= ts.maxLevel) ? "Max" : ts.level + ""; //GameObject.Find("DrawToolkit").GetComponent<DrawToolkit>().DrawCircle(ts.transform .position , ts.range ); RectTransform rt = GameObject.Find("Range").GetComponent <RectTransform>(); rt.anchoredPosition = GetUIPosition(ts.transform.position); float range = Utils.LengthLocalToUI(ts.range * 2 * GameObject.Find("Map").GetComponent <MapController>().cellLocalSize); rt.sizeDelta = new Vector2(range, range); }