/// <summary> /// Sends the Worker to Create a Building of a specific type. /// </summary> /// <param name="buildingType">Type of the Building to be created.</param> /// <param name="position">Position where the Building will be placed. /// Use Position.IsValidPlacement to check if the position can be used.</param> /// <returns>Instance of the building in a progress state.</returns> public IBuilding CreateBuilding(BuildingType buildingType, Position position) { // TODO: // 1. send worker to the position near building, queued event when arrival // 2. start construction object, queued event when finished // 2.5. if interrupted, worker can repeat step 1 and continue on 2 without creating a new object // 3. finished event, return to gather StopGathering(); var player = Player.CurrentPlayer; var actor = Create <Building>( BuildingHelper.DetermineBuildingType(buildingType), BuildingPlacement.PlaceProgressBuilding( BuildingHelper.FindBuildingInFaction(buildingType, UnitController), new List <UnitController> { UnitController }, UnitController.FactionIndex, position, Quaternion.identity, GameManager.Instance.ResourceManagerFaction[UnitController.FactionIndex] ), player ); // TODO: make sure the CurrentPlayer stays the same after the movement Tutorial.Instance.CreateBuilding(); // TODO: asynchronous after the movement GameManager.Instance.FiredEvent(player, GameEventType.BuildingStartedConstruction, new Arguments { MyUnit = this, MyBuilding = actor }); return(actor); }