Merge branch 'master' of https://github.com/Steffo99/ld41
1
.gitignore
vendored
|
@ -17,3 +17,4 @@ sysinfo.txt
|
||||||
# Builds
|
# Builds
|
||||||
*.apk
|
*.apk
|
||||||
*.unitypackage
|
*.unitypackage
|
||||||
|
Build.7z
|
|
@ -60,13 +60,19 @@
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<Compile Include="Assets\Scripts\AlignToGridContinuous.cs" />
|
<Compile Include="Assets\Scripts\AlignToGridContinuous.cs" />
|
||||||
|
<Compile Include="Assets\Scripts\DepthFromY.cs" />
|
||||||
|
<Compile Include="Assets\Scripts\EnemyMovement.cs" />
|
||||||
|
<Compile Include="Assets\Scripts\EnemyStatus.cs" />
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||||||
|
<Compile Include="Assets\Scripts\GameStatus.cs" />
|
||||||
<Compile Include="Assets\Scripts\HatTower.cs" />
|
<Compile Include="Assets\Scripts\HatTower.cs" />
|
||||||
|
<Compile Include="Assets\Scripts\InstantiateEverySeconds.cs" />
|
||||||
<Compile Include="Assets\Scripts\InstantiateOnClick.cs" />
|
<Compile Include="Assets\Scripts\InstantiateOnClick.cs" />
|
||||||
<Compile Include="Assets\Scripts\KickTower.cs" />
|
<Compile Include="Assets\Scripts\KickTower.cs" />
|
||||||
<Compile Include="Assets\Scripts\PositionFromMouse.cs" />
|
<Compile Include="Assets\Scripts\PositionFromMouse.cs" />
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||||||
<Compile Include="Assets\Scripts\SnareTower.cs" />
|
<Compile Include="Assets\Scripts\SnareTower.cs" />
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||||||
<Compile Include="Assets\Scripts\SongData.cs" />
|
<Compile Include="Assets\Scripts\SongData.cs" />
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<Compile Include="Assets\Scripts\TowerPlacer.cs" />
|
<Compile Include="Assets\Scripts\TowerPlacer.cs" />
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||||||
|
<Compile Include="Assets\Scripts\TowerSelector.cs" />
|
||||||
<None Include="Assets\Sounds\credit.txt" />
|
<None Include="Assets\Sounds\credit.txt" />
|
||||||
<Reference Include="UnityEditor.StandardEvents">
|
<Reference Include="UnityEditor.StandardEvents">
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||||||
<HintPath>C:/Users/stepi/Code/ld41/Library/ScriptAssemblies/UnityEditor.StandardEvents.dll</HintPath>
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<HintPath>C:/Users/stepi/Code/ld41/Library/ScriptAssemblies/UnityEditor.StandardEvents.dll</HintPath>
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||||||
|
|
84
Assets/Ghost.mat
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@ -0,0 +1,84 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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8
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373
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8
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18
Assets/Scripts/DepthFromY.cs
Normal file
|
@ -0,0 +1,18 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class DepthFromY : MonoBehaviour {
|
||||||
|
|
||||||
|
private SpriteRenderer spriteRenderer;
|
||||||
|
|
||||||
|
void Start () {
|
||||||
|
spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
|
||||||
|
spriteRenderer.sortingOrder = Mathf.CeilToInt(-transform.position.y * 100);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update () {
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/DepthFromY.cs.meta
Normal file
|
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|
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29
Assets/Scripts/EnemyMovement.cs
Normal file
|
@ -0,0 +1,29 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class EnemyMovement : MonoBehaviour {
|
||||||
|
|
||||||
|
public Vector3[] path;
|
||||||
|
public float speed = 1;
|
||||||
|
|
||||||
|
private int nextStop = 0;
|
||||||
|
private GameStatus gameStatus;
|
||||||
|
|
||||||
|
void Start () {
|
||||||
|
gameStatus = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameStatus>();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update () {
|
||||||
|
Vector3 newPosition = Vector3.MoveTowards(transform.position, path[nextStop], speed * Time.deltaTime);
|
||||||
|
if (Vector3.Distance(transform.position, newPosition) == 0)
|
||||||
|
{
|
||||||
|
nextStop++;
|
||||||
|
if (nextStop >= path.Length)
|
||||||
|
{
|
||||||
|
gameStatus.EnemyFinishedPath(gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
transform.position = newPosition;
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/EnemyMovement.cs.meta
Normal file
|
@ -0,0 +1,11 @@
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10
Assets/Scripts/EnemyStatus.cs
Normal file
|
@ -0,0 +1,10 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class EnemyStatus : MonoBehaviour {
|
||||||
|
|
||||||
|
public int livesCost = 1;
|
||||||
|
public int health = 10;
|
||||||
|
|
||||||
|
}
|
11
Assets/Scripts/EnemyStatus.cs.meta
Normal file
|
@ -0,0 +1,11 @@
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34
Assets/Scripts/GameStatus.cs
Normal file
|
@ -0,0 +1,34 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
public class GameStatus : MonoBehaviour {
|
||||||
|
|
||||||
|
public int money = 0;
|
||||||
|
public int lives = 10;
|
||||||
|
|
||||||
|
public GameObject moneyTextObject;
|
||||||
|
private Text moneyText;
|
||||||
|
public GameObject livesTextObject;
|
||||||
|
private Text livesText;
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
moneyText = moneyTextObject.GetComponent<Text>();
|
||||||
|
livesText = livesTextObject.GetComponent<Text>();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
moneyText.text = money.ToString();
|
||||||
|
livesText.text = lives.ToString();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void EnemyFinishedPath(GameObject enemy)
|
||||||
|
{
|
||||||
|
Debug.Log("Enemy reached target.");
|
||||||
|
lives -= enemy.GetComponent<EnemyStatus>().livesCost;
|
||||||
|
Destroy(enemy);
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/GameStatus.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
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|
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|
@ -4,8 +4,12 @@ using UnityEngine;
|
||||||
|
|
||||||
public class HatTower : MonoBehaviour {
|
public class HatTower : MonoBehaviour {
|
||||||
|
|
||||||
|
public Sprite standardSprite;
|
||||||
|
public Sprite alternateSprite;
|
||||||
|
|
||||||
private AudioSource hatSource;
|
private AudioSource hatSource;
|
||||||
private SongData songData;
|
private SongData songData;
|
||||||
|
private SpriteRenderer spriteRenderer;
|
||||||
private float cooldown;
|
private float cooldown;
|
||||||
private float cooldownRemaining = 0;
|
private float cooldownRemaining = 0;
|
||||||
|
|
||||||
|
@ -13,8 +17,12 @@ public class HatTower : MonoBehaviour {
|
||||||
{
|
{
|
||||||
hatSource = gameObject.GetComponent<AudioSource>();
|
hatSource = gameObject.GetComponent<AudioSource>();
|
||||||
songData = GameObject.FindGameObjectWithTag("GameController").GetComponent<SongData>();
|
songData = GameObject.FindGameObjectWithTag("GameController").GetComponent<SongData>();
|
||||||
|
spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
|
||||||
//The period is 30 / bpm
|
//The period is 30 / bpm
|
||||||
cooldown = 11 / songData.bpm;
|
cooldown = 11 / songData.bpm;
|
||||||
|
//Find next beat
|
||||||
|
float nextBeatIn = 30 / songData.bpm - (songData.songTime - (Mathf.Floor(songData.songTime / 30 * songData.bpm) * 30 / songData.bpm));
|
||||||
|
InvokeRepeating("OnBeat", nextBeatIn, 30 / songData.bpm);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update () {
|
void Update () {
|
||||||
|
@ -33,7 +41,26 @@ public class HatTower : MonoBehaviour {
|
||||||
Debug.Log(power.ToString("0.00"));
|
Debug.Log(power.ToString("0.00"));
|
||||||
//Start the cooldown
|
//Start the cooldown
|
||||||
cooldownRemaining = cooldown;
|
cooldownRemaining = cooldown;
|
||||||
|
//Change the sprite
|
||||||
|
spriteRenderer.sprite = alternateSprite;
|
||||||
|
Invoke("OnEndAnimation", Time.fixedDeltaTime * 6);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void OnEndAnimation()
|
||||||
|
{
|
||||||
|
spriteRenderer.sprite = standardSprite;
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnBeat()
|
||||||
|
{
|
||||||
|
spriteRenderer.color = Color.yellow;
|
||||||
|
Invoke("ResetColor", Time.fixedDeltaTime * 2);
|
||||||
|
}
|
||||||
|
|
||||||
|
void ResetColor()
|
||||||
|
{
|
||||||
|
spriteRenderer.color = Color.white;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
20
Assets/Scripts/InstantiateEverySeconds.cs
Normal file
|
@ -0,0 +1,20 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class InstantiateEverySeconds : MonoBehaviour {
|
||||||
|
|
||||||
|
public GameObject target;
|
||||||
|
public float period;
|
||||||
|
|
||||||
|
private float cooldown = 0;
|
||||||
|
|
||||||
|
void Update () {
|
||||||
|
cooldown -= Time.deltaTime;
|
||||||
|
if (cooldown <= 0)
|
||||||
|
{
|
||||||
|
Instantiate(target);
|
||||||
|
cooldown = period;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/InstantiateEverySeconds.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
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|
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|
@ -4,8 +4,12 @@ using UnityEngine;
|
||||||
|
|
||||||
public class KickTower : MonoBehaviour {
|
public class KickTower : MonoBehaviour {
|
||||||
|
|
||||||
|
public Sprite standardSprite;
|
||||||
|
public Sprite alternateSprite;
|
||||||
|
|
||||||
private AudioSource kickSource;
|
private AudioSource kickSource;
|
||||||
private SongData songData;
|
private SongData songData;
|
||||||
|
private SpriteRenderer spriteRenderer;
|
||||||
private float cooldown;
|
private float cooldown;
|
||||||
private float cooldownRemaining = 0;
|
private float cooldownRemaining = 0;
|
||||||
|
|
||||||
|
@ -13,8 +17,12 @@ public class KickTower : MonoBehaviour {
|
||||||
{
|
{
|
||||||
kickSource = gameObject.GetComponent<AudioSource>();
|
kickSource = gameObject.GetComponent<AudioSource>();
|
||||||
songData = GameObject.FindGameObjectWithTag("GameController").GetComponent<SongData>();
|
songData = GameObject.FindGameObjectWithTag("GameController").GetComponent<SongData>();
|
||||||
|
spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
|
||||||
//The period is 120 / bpm
|
//The period is 120 / bpm
|
||||||
cooldown = 44 / songData.bpm;
|
cooldown = 44 / songData.bpm;
|
||||||
|
//Find next beat
|
||||||
|
float nextBeatIn = 120 / songData.bpm - (songData.songTime - (Mathf.Floor(songData.songTime / 120 * songData.bpm) * 120 / songData.bpm));
|
||||||
|
InvokeRepeating("OnBeat", nextBeatIn, 120 / songData.bpm);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update () {
|
void Update () {
|
||||||
|
@ -33,7 +41,27 @@ public class KickTower : MonoBehaviour {
|
||||||
Debug.Log(power.ToString("0.00"));
|
Debug.Log(power.ToString("0.00"));
|
||||||
//Start the cooldown
|
//Start the cooldown
|
||||||
cooldownRemaining = cooldown;
|
cooldownRemaining = cooldown;
|
||||||
|
//Change the sprite
|
||||||
|
spriteRenderer.sprite = alternateSprite;
|
||||||
|
Invoke("OnEndAnimation", Time.fixedDeltaTime * 20);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void OnEndAnimation()
|
||||||
|
{
|
||||||
|
spriteRenderer.sprite = standardSprite;
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnBeat()
|
||||||
|
{
|
||||||
|
spriteRenderer.color = Color.yellow;
|
||||||
|
Invoke("ResetColor", Time.fixedDeltaTime * 2);
|
||||||
|
}
|
||||||
|
|
||||||
|
void ResetColor()
|
||||||
|
{
|
||||||
|
spriteRenderer.color = Color.white;
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -4,8 +4,12 @@ using UnityEngine;
|
||||||
|
|
||||||
public class SnareTower : MonoBehaviour {
|
public class SnareTower : MonoBehaviour {
|
||||||
|
|
||||||
|
public Sprite standardSprite;
|
||||||
|
public Sprite alternateSprite;
|
||||||
|
|
||||||
private AudioSource snareSource;
|
private AudioSource snareSource;
|
||||||
private SongData songData;
|
private SongData songData;
|
||||||
|
private SpriteRenderer spriteRenderer;
|
||||||
private float cooldown;
|
private float cooldown;
|
||||||
private float cooldownRemaining = 0;
|
private float cooldownRemaining = 0;
|
||||||
|
|
||||||
|
@ -13,8 +17,12 @@ public class SnareTower : MonoBehaviour {
|
||||||
{
|
{
|
||||||
snareSource = gameObject.GetComponent<AudioSource>();
|
snareSource = gameObject.GetComponent<AudioSource>();
|
||||||
songData = GameObject.FindGameObjectWithTag("GameController").GetComponent<SongData>();
|
songData = GameObject.FindGameObjectWithTag("GameController").GetComponent<SongData>();
|
||||||
|
spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
|
||||||
//The period is 120 / bpm
|
//The period is 120 / bpm
|
||||||
cooldown = 44 / songData.bpm;
|
cooldown = 44 / songData.bpm;
|
||||||
|
//Find next beat
|
||||||
|
float nextBeatIn = 180 / songData.bpm - (songData.songTime - (Mathf.Floor(songData.songTime / 120 * songData.bpm) * 120 / songData.bpm));
|
||||||
|
InvokeRepeating("OnBeat", nextBeatIn, 120 / songData.bpm);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update () {
|
void Update () {
|
||||||
|
@ -33,7 +41,26 @@ public class SnareTower : MonoBehaviour {
|
||||||
Debug.Log(power.ToString("0.00"));
|
Debug.Log(power.ToString("0.00"));
|
||||||
//Start the cooldown
|
//Start the cooldown
|
||||||
cooldownRemaining = cooldown;
|
cooldownRemaining = cooldown;
|
||||||
|
//Change the sprite
|
||||||
|
spriteRenderer.sprite = alternateSprite;
|
||||||
|
Invoke("OnEndAnimation", Time.fixedDeltaTime * 10);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void OnEndAnimation()
|
||||||
|
{
|
||||||
|
spriteRenderer.sprite = standardSprite;
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnBeat()
|
||||||
|
{
|
||||||
|
spriteRenderer.color = Color.yellow;
|
||||||
|
Invoke("ResetColor", Time.fixedDeltaTime * 2);
|
||||||
|
}
|
||||||
|
|
||||||
|
void ResetColor()
|
||||||
|
{
|
||||||
|
spriteRenderer.color = Color.white;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -7,9 +7,12 @@ public class SongData : MonoBehaviour {
|
||||||
public float bpm;
|
public float bpm;
|
||||||
public float delay;
|
public float delay;
|
||||||
public float songTime;
|
public float songTime;
|
||||||
|
private AudioSource song;
|
||||||
|
|
||||||
void Start () {
|
void Start () {
|
||||||
songTime = delay;
|
songTime = delay;
|
||||||
|
song = GetComponent<AudioSource>();
|
||||||
|
song.Play();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update () {
|
void Update () {
|
||||||
|
|
|
@ -6,10 +6,20 @@ public class TowerPlacer : MonoBehaviour
|
||||||
{
|
{
|
||||||
public GameObject selected = null;
|
public GameObject selected = null;
|
||||||
SpriteRenderer cursorSprite;
|
SpriteRenderer cursorSprite;
|
||||||
|
SpriteRenderer towerGhost;
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
cursorSprite = gameObject.GetComponent<SpriteRenderer>();
|
SpriteRenderer[] spriteRenderers = gameObject.GetComponentsInChildren<SpriteRenderer>();
|
||||||
|
foreach (SpriteRenderer spriteRenderer in spriteRenderers)
|
||||||
|
{
|
||||||
|
if (spriteRenderer.gameObject == gameObject)
|
||||||
|
{
|
||||||
|
cursorSprite = spriteRenderer;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
towerGhost = spriteRenderer;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update () {
|
void Update () {
|
||||||
|
@ -18,10 +28,12 @@ public class TowerPlacer : MonoBehaviour
|
||||||
if (collider == null)
|
if (collider == null)
|
||||||
{
|
{
|
||||||
cursorSprite.color = Color.white;
|
cursorSprite.color = Color.white;
|
||||||
|
towerGhost.color = Color.white;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
cursorSprite.color = Color.red;
|
cursorSprite.color = Color.red;
|
||||||
|
towerGhost.color = new Color(1, 1, 1, 0);
|
||||||
}
|
}
|
||||||
if (Input.GetMouseButtonDown(0))
|
if (Input.GetMouseButtonDown(0))
|
||||||
{
|
{
|
||||||
|
|
51
Assets/Scripts/TowerSelector.cs
Normal file
|
@ -0,0 +1,51 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class TowerSelector : MonoBehaviour {
|
||||||
|
|
||||||
|
public GameObject[] towerList;
|
||||||
|
|
||||||
|
private int index;
|
||||||
|
private TowerPlacer towerPlacer;
|
||||||
|
private SpriteRenderer towerGhost;
|
||||||
|
|
||||||
|
void Start () {
|
||||||
|
index = 0;
|
||||||
|
towerPlacer = gameObject.GetComponent<TowerPlacer>();
|
||||||
|
SpriteRenderer[] spriteRenderers = gameObject.GetComponentsInChildren<SpriteRenderer>();
|
||||||
|
foreach(SpriteRenderer spriteRenderer in spriteRenderers)
|
||||||
|
{
|
||||||
|
if(spriteRenderer.gameObject == gameObject)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
towerGhost = spriteRenderer;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update () {
|
||||||
|
if (Input.GetAxis("Mouse ScrollWheel") > 0)
|
||||||
|
{
|
||||||
|
//Go to the next tower
|
||||||
|
index++;
|
||||||
|
if (index >= towerList.Length)
|
||||||
|
{
|
||||||
|
index = 0;
|
||||||
|
}
|
||||||
|
towerPlacer.selected = towerList[index];
|
||||||
|
towerGhost.sprite = towerList[index].GetComponent<SpriteRenderer>().sprite;
|
||||||
|
}
|
||||||
|
else if (Input.GetAxis("Mouse ScrollWheel") < 0)
|
||||||
|
{
|
||||||
|
//Go to the previous tower
|
||||||
|
index--;
|
||||||
|
if (index < 0)
|
||||||
|
{
|
||||||
|
index = towerList.Length - 1;
|
||||||
|
}
|
||||||
|
towerPlacer.selected = towerList[index];
|
||||||
|
towerGhost.sprite = towerList[index].GetComponent<SpriteRenderer>().sprite;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/TowerSelector.cs.meta
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@ -0,0 +1,11 @@
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Assets/Sounds/metronome120.mp3
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22
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97
Assets/Sprites/beatower1.png.meta
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97
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|
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||||||
|
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|
||||||
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