List <List <NPCLogic> > group = new List <List <NPCLogic> >();//For Groupping function can be replaced later private void Start() { for (int i = 0; i < 9; i++)//For Groupping function can be replaced later { group.Add(new List <NPCLogic>()); } RTSSelector = GetComponent <RTSSelector>(); /* toggleRunButt.onClick.AddListener(() => * { * var selected = RTSSelector.GetSelectedAsNPCLogic(); * if (selected.Count >= 0) * foreach (var npcLogic in selected) ToggleRunCommand(npcLogic); * }); * dropItemButt.onClick.AddListener(() => * { * var selected = RTSSelector.GetSelectedAsNPCLogic(); * if (selected.Count >= 0) * foreach (var npcLogic in selected) npcLogic.AddPriorityJob(new Job(Job.JobType.ITEM_DROP)); * }); * openInventoryButt.onClick.AddListener(() => * { * * });*/ }
// Start is called before the first frame update void Awake() { rtsSelector = FindObjectOfType <RTSSelector>(); canvas = FindObjectOfType <Canvas>(); spawnedNPCUIInfo = new List <NPCInfoUI>(); anim = GetComponent <Animation>(); scrollRect = GetComponentInChildren <ScrollRect>(); }