public void SetTarget(spots _target) { //passes in the target to this script. target = _target; //set the position of the UI to the node transform.position = target.GetBuildPosition(); //update the cost to upgrade text into the upgrade button if (!target.is_upgraded) { upgrade_cost.text = "$" + target.turret_blueprint.upgrade_cost; upgrade_button.interactable = true; } else { upgrade_cost.text = "MAXED"; upgrade_button.interactable = false; } //update the sell amount to the sell text in UI. sell_amount.text = "$" + target.turret_blueprint.GetSellAmount(); //reveal the UI for the player ui.SetActive(true); selected = true; }
public void SelectTrapToBuild(TrapBlueprint _trap) { build_trap = _trap; selected_node = null; build_turret = null; DeselectNode(); }
public void SelectTurretToBuild(TurretBlueprint _turret) { build_turret = _turret; selected_node = null; build_trap = null; DeselectNode(); }
public void DeselectNode() { selected_node = null; turretUI.Hide(); shop.archer_selected = false; shop.slauncher_selected = false; shop.flame_selected = false; shop.mortar_selected = false; }
public void SelectNode(spots _spot) { if (selected_node == _spot) { DeselectNode(); return; } selected_node = _spot; build_turret = null; build_trap = null; turretUI.SetTarget(_spot); shop.archer_selected = false; shop.slauncher_selected = false; shop.flame_selected = false; shop.mortar_selected = false; }
public void pass_spots(spots _myspot) { spots_scr = _myspot; }