private void CheckStronghold()
 {
     if (aiStronghold.CheckFinish() && workerList.Count < 3 && !aiStronghold.GetComponent <UnitTraining>().IsTraining() && playerStat.GetEther() >= 100)
     {
         aiStronghold.GetComponent <UnitTraining>().TrainOrder(0);
     }
     if (aiStronghold.CheckFinish() && !aiBarrack && playerStat.GetEther() >= 850)
     {
         BuildingSystem barrackDummy = aiStronghold.GetComponent <ConstructSystem>().GetBuildingToConstruct(0);
         GameObject     posDummy     = Instantiate(aiPointDummy, aiStronghold.transform.position, aiStronghold.transform.rotation) as GameObject;
         posDummy.transform.Rotate(new Vector3(0, Random.Range(110f, 150f), 0));
         posDummy.transform.position += posDummy.transform.forward * Random.Range(25f, 30f);
         aiBarrack = Instantiate(barrackDummy, posDummy.transform.position, aiStronghold.transform.rotation) as BuildingSystem;
         aiBarrack.transform.Rotate(new Vector3(0, 180, 0));
         aiBarrack.StartToBuild(playerStat.GetPlayerNumber());
         playerStat.SetEther(playerStat.GetEther() - 850);
     }
     if (aiStronghold.CheckFinish() && !aiStable && playerStat.GetEther() >= 1000)
     {
         BuildingSystem stableDummy = aiStronghold.GetComponent <ConstructSystem>().GetBuildingToConstruct(2);
         GameObject     posDummy    = Instantiate(aiPointDummy, aiStronghold.transform.position, aiStronghold.transform.rotation) as GameObject;
         posDummy.transform.Rotate(new Vector3(0, Random.Range(200f, 240f), 0));
         posDummy.transform.position += posDummy.transform.forward * Random.Range(25f, 30f);
         aiStable = Instantiate(stableDummy, posDummy.transform.position, aiStronghold.transform.rotation) as BuildingSystem;
         aiStable.transform.Rotate(new Vector3(0, 180, 0));
         aiStable.StartToBuild(playerStat.GetPlayerNumber());
         playerStat.SetEther(playerStat.GetEther() - 800);
     }
 }
    public void ConfirmBuild()
    {
        BuildingSystem buildNow = Instantiate(buildingCon, transform.position, transform.rotation) as BuildingSystem;

        buildNow.StartToBuild(thisOwner);
        Instantiate(constructSound, transform.position, transform.rotation);
        Destroy(this.gameObject);
    }
    // Use this for initialization
    void Start()
    {
        SkirmishDataTransfer data = FindObjectOfType <SkirmishDataTransfer>();

        if (data != null)
        {
            maxPlayer    = data.GetMaxPlayer();
            playerActive = data.GetAssignPlayer();
            factions     = data.GetFaction();
            playerTeam   = data.GetTeam();

            //Spawn Player
            for (int i = 0; i < maxPlayer; i++)
            {
                if (playerActive[i])
                {
                    if (i >= 1)
                    {
                        GameObject        aiOBJ = Instantiate(AIDummy, transform.position, transform.rotation) as GameObject;
                        VRPlayerIndicator ai    = aiOBJ.gameObject.GetComponent <VRPlayerIndicator>();
                        ai.SetPlayerNum(i + 1);
                    }
                    VRPlayerIndicator player = null;
                    foreach (GameObject plays in GameObject.FindGameObjectsWithTag("Player"))
                    {
                        VRPlayerIndicator ind = plays.GetComponent <VRPlayerIndicator>();
                        if (ind.GetPlayerNumber() == i + 1)
                        {
                            player = ind;
                        }
                    }
                    player.SetEther(1500);
                    player.transform.position = startPosition[i].transform.position - (Vector3.forward * 20);

                    if (factions[i] == SkirmishScreenSelection.FactionType.Chaiya)
                    {
                        BuildingSystem strong = Instantiate(chaiyaStrong, startPosition[i].transform.position, startPosition[i].transform.rotation) as BuildingSystem;
                        strong.StartToBuild(i + 1);
                    }
                    if (factions[i] == SkirmishScreenSelection.FactionType.Ulepia)
                    {
                        BuildingSystem strong = Instantiate(ulepiaStrong, startPosition[i].transform.position, startPosition[i].transform.rotation) as BuildingSystem;
                        strong.StartToBuild(i + 1);
                    }
                    if (factions[i] == SkirmishScreenSelection.FactionType.Shin)
                    {
                        BuildingSystem strong = Instantiate(shinStrong, startPosition[i].transform.position, startPosition[i].transform.rotation) as BuildingSystem;
                        strong.StartToBuild(i + 1);
                    }
                }
            }
            //Ally Set
            for (int i = 0; i < maxPlayer; i++)
            {
                for (int j = 0; j < maxPlayer; j++)
                {
                    if (i != j && playerTeam[i] == playerTeam[j])
                    {
                        AllianceSystem.SetAlly(i + 1, j + 1, true);
                    }
                }
            }
            data.SetTransfered(true);
        }
        else
        {
        }
    }