Esempio n. 1
0
 internal override void DoStart()
 {
     foreach (int value in System.Enum.GetValues(typeof(OPTIONS)))
     {
         OptionalStatesOrder.Add(value, ((OPTIONS)value).ToString());
     }
 }
Esempio n. 2
0
    internal override void DoStart()
    {
        //UNIT.Settings = ScriptableObject.CreateInstance(typename) as BuildingSetting;
        fabrikatNames = new string[Fabrikat.Count + 1];
        foreach (int option in System.Enum.GetValues(typeof(OPTIONS)))
        {
            if (!OptionalStatesOrder.ContainsKey(option))
            {
                OptionalStatesOrder.Add(option, ((OPTIONS)option).ToString());
            }
        }
        for (int i = 0; i < Fabrikat.Count; i++)
        {
            fabrikatNames[i] = Fabrikat[i].name;
        }
        fabrikatNames[Fabrikat.Count] = "StopProduction";
        UnitState             = unitState = OPTIONS.StopProduction;
        MoveToPoint           = new Vector3(gameObject.transform.position.x, 0, gameObject.transform.position.z - 5f);
        CurrentFabrikatNumber = 0;
        CurrentFabrikat       = Fabrikat[CurrentFabrikatNumber];
        if (UNIT.unitType == UnitScript.UNITTYPE.Airport)
        {
            AnimationReleasePoints    = new GameObject[2];
            AnimationReleasePoints[0] = this.gameObject.GetComponentsInChildren <ReleasePoint>()[0].gameObject;
            AnimationReleasePoints[1] = this.gameObject.GetComponentsInChildren <ReleasePoint>()[1].gameObject;

            GetComponent <Animator>().enabled = true;
        }
    }
Esempio n. 3
0
 internal override void DoStart()
 {
     base.DoStart();
     foreach (int option in System.Enum.GetValues(typeof(OPTIONS)))
     {
         if (!OptionalStatesOrder.ContainsKey(option))
         {
             OptionalStatesOrder.Add(option, ((OPTIONS)option).ToString());
         }
     }
     UnitState = unitState;
     IsMoving  = true;
 }