private void PopulateInventory() { this.units = new UnitsHolder(); foreach (Unit unit in obs.Observation.RawData.Units) { if (unit.Alliance != Alliance.Self) { continue; } if (Units.ArmyUnits.Contains(unit.UnitType)) { this.units.army.Add(unit); } if (Units.Workers.Contains(unit.UnitType)) { this.units.workers.Add(unit); } if (Units.Buildings.Contains(unit.UnitType)) { this.units.buildings.Add(unit); } if (Units.ResourceCenters.Contains(unit.UnitType)) { this.units.resourceCenters.Add(unit); } if ((unit.UnitType == Units.SUPPLY_DEPOT) || (unit.UnitType == Units.SUPPLY_DEPOT_LOWERED)) { this.units.depots.Add(unit); } if ((unit.UnitType == Units.BARRACKS) || (unit.UnitType == Units.BARRACKS_FLYING)) { this.units.barracks.Add(unit); } } }
private void Start() { _unitsHolder = _battleUnit?.BattleResources?.UnitsHolder; GameHelper.CheckForNull(_unitsHolder); }
public BattleResources(UnitsHolder unitsHolder) { UnitsHolder = unitsHolder; }