private void Update() { timeElapsed += Time.deltaTime; if (timeElapsed >= timeBetweenAttacks) { allowAttack = true; if (stage != 3) { stage++; //defaultSoldiers+=soldierIncreaseBetweenStages; //soldierIncrease+=soldierIncreaseBetweenStages; } timeElapsed = 0; } recruitedSoldiers.RemoveAll(item => item == null); float perc = ((float)recruitedSoldiers.Count / (float)maxSoldiers) * 100; if (perc <= percMinSoldiers) { allowAttack = false; } animator.SetBool("underAttack", AIState.GetState() == AIStates.UnderAttack ? true : false); if (AIState.GetState() == AIStates.UnderAttack) { maxSoldiers = soldierIncrease; } else { maxSoldiers = defaultSoldiers; } }
// Update is called once per frame void Update() { if (aiState.GetState() == AIStates.UnderAttack) { minWood = 10; minStone = 10; minMetal = 10; } else { minWood = 200; minStone = 100; minMetal = 50; } if (AllowSellWood()) { resources.sellResource(ResourceType.Wood, 10, PlayerTypes.AIPlayer); } if (AllowSellMetal()) { resources.sellResource(ResourceType.Metal, 10, PlayerTypes.AIPlayer); } if (AllowSellStone()) { resources.sellResource(ResourceType.Stone, 10, PlayerTypes.AIPlayer); } }