public void updateUnitActions(Village v) { List<Unit> units = v.getControlledUnits(); foreach (Unit u in units) { UnitActionType currentUnitAction = u.getAction(); if(currentUnitAction == UnitActionType.StartedCultivating) { u.gameObject.networkView.RPC("setActionNet",RPCMode.AllBuffered,(int)UnitActionType.FinishedCultivating); } else if (currentUnitAction == UnitActionType.FinishedCultivating) { Tile tile = u.getLocation(); tile.networkView.RPC("setLandTypeNet", RPCMode.AllBuffered, (int) LandType.Meadow); GameObject meadow = Network.Instantiate(meadowPrefab, new Vector3 (tile.point.x, 0, tile.point.y), meadowPrefab.transform.rotation,0) as GameObject; tile.networkView.RPC ("replaceTilePrefabNet", RPCMode.AllBuffered, meadow.networkView.viewID); u.gameObject.networkView.RPC("setActionNet",RPCMode.AllBuffered,(int)UnitActionType.ReadyForOrders); } else if(currentUnitAction == UnitActionType.BuildingRoad) { Tile tile = u.getLocation(); tile.networkView.RPC ("setRoadNet", RPCMode.AllBuffered, true); u.gameObject.networkView.RPC("setActionNet",RPCMode.AllBuffered,(int)UnitActionType.ReadyForOrders); } else if(currentUnitAction == UnitActionType.UpgradingCombining) { u.gameObject.networkView.RPC("setActionNet",RPCMode.AllBuffered,(int)UnitActionType.ReadyForOrders); } else { u.gameObject.networkView.RPC("setActionNet",RPCMode.AllBuffered,(int)UnitActionType.ReadyForOrders); } } }