public void SelectTurretToBuild(TurretsBlueprint turret) { turretToBuild = turret; selectedTurret = null; selectUI.HideUI(); }
public void SellTurret() { if (!isUpgraded) { PlayerStats.Gold += turretsBlueprint.GetSellAmount(); } else { PlayerStats.Gold += turretsBlueprint.GetUpgradeSellAmount(); } Destroy(turret); turretsBlueprint = null; isUpgraded = false; }
void BuildTurret(TurretsBlueprint blueprint) { if (PlayerStats.Gold < blueprint.cost) { Debug.Log("Not enouth gold"); //TODO On Screen display return; } PlayerStats.Gold -= blueprint.cost; GameObject _turret = (GameObject)Instantiate(blueprint.prefab, GetBuildPosition(), Quaternion.identity); GameObject effect = (GameObject)Instantiate(buildMenu.buildEffect, GetBuildPosition(), Quaternion.identity); Destroy(effect, 5f); //Cant build multiple turrets on 1 select //blueprint = null; //Optional turret = _turret; turretsBlueprint = blueprint; Debug.Log("Turret Build! Money left " + PlayerStats.Gold); }
public void SelectTurret(TurretsPlaces turretPlace) { selectedTurret = turretPlace; turretToBuild = null; selectUI.GetTarget(turretPlace); }