using System.Collections; using System.Collections.Generic; using UnityEngine; public class TowerPlacer : MonoBehaviour { public GameObject selected = null; GameStatus gameStatus; TowerSelector towerSelector; SpriteRenderer cursorSprite; SpriteRenderer towerGhost; void Start() { gameStatus = GameObject.FindGameObjectWithTag("GameController").GetComponent(); towerSelector = gameObject.GetComponent(); SpriteRenderer[] spriteRenderers = gameObject.GetComponentsInChildren(); foreach (SpriteRenderer spriteRenderer in spriteRenderers) { if (spriteRenderer.gameObject == gameObject) { cursorSprite = spriteRenderer; continue; } towerGhost = spriteRenderer; } } void Update () { //Check if the player has enough money to place the tower bool hasEnoughMoney = gameStatus.money >= gameStatus.towerCosts[towerSelector.index]; //Check if there's nothing else under the cursor Collider2D collider = Physics2D.OverlapPoint(transform.position); if (collider == null || collider.tag == "Hit") { if (hasEnoughMoney) { cursorSprite.color = Color.white; } else { cursorSprite.color = Color.yellow; } towerGhost.color = new Color(towerGhost.color.r, towerGhost.color.g, towerGhost.color.b, 1); } else { cursorSprite.color = Color.red; towerGhost.color = new Color(towerGhost.color.r, towerGhost.color.g, towerGhost.color.b, 0); } if (Input.GetMouseButtonDown(0)) { //Check if the player has enough money if (!hasEnoughMoney) return; //Ensure there is nothing below if (collider != null && collider.tag != "Hit") return; //Place the item Vector3 position = new Vector3(transform.position.x, transform.position.y, 0); Instantiate(selected, position, transform.rotation); //Deduct the money gameStatus.money -= gameStatus.towerCosts[towerSelector.index]; //Increase the costs if(gameStatus.towerCosts[towerSelector.index] == 0) { //TODO: quick hack gameStatus.towerCosts = new int[] { 1, 1, 1 }; } else { gameStatus.towerCosts[towerSelector.index] *= 2; } } } }