public void definirFactionAleatoire()
 {
     faction = DataManager.dataManager.getRandomFaction ();
     while (Colonie.instance.factionEstPresente (faction)) {
         faction = DataManager.dataManager.getRandomFaction ();
     }
 }
 public bool factionEstPresente(Faction faction)
 {
     bool estPresent = false;
     foreach (Conseiller c in conseillers.Values) {
         if (c.faction.Equals (faction)) {
             estPresent = true;
         }
     }
     return estPresent;
 }
        public void loadFactions()
        {
            XmlDocument doc = new XmlDocument ();
            doc.Load (dataPath + "/Factions.xml");
            XmlNodeList nodes = doc.DocumentElement.ChildNodes;
            foreach (XmlNode node in nodes) {
                Faction f = new Faction();
                f.nom = node.SelectSingleNode ("Nom").InnerText;

                f.sprite = Resources.Load<Sprite>("SPRITE/Personnages/" + node.SelectSingleNode ("Sprite").InnerText);
            //	SpriteRenderer spriteRenderer = gameObject.AddComponent<SpriteRenderer>();
            //	spriteRenderer.sprite = Resources.Load<UnityEngine.Sprite>("Textures/Interface/button");

                listeFactions.Add(f);
            }
        }
 public AIBaseBuilding(int x,int y,Faction ai)
     : base(x,y)
 {
     faction = ai;
     activates.Add("MakeUnit");
 }