void getPointsToSecure() { if (buildingUnderSiege == null || buildingUnderSiege.isOutdoors == true) { //Debug.Log ("Points set for outdoors"); CivilianAction[] cas = FindObjectsOfType <CivilianAction> (); foreach (CivilianAction p in cas) { Transform t = p.positionForAction; WorldTile nearestPoint = WorldBuilder.me.findNearestWorldTile(t.position); pointsToSecure.Add(t); } } else { pointsToSecure = new List <Transform> (); //Debug.Log ("Points set for indoors"); foreach (Transform t in buildingUnderSiege.entrances) { WorldTile nearestPoint = WorldBuilder.me.findNearestWorldTile(t.position); for (int x = nearestPoint.gridX - 5; x < nearestPoint.gridX + 5; x++) { for (int y = nearestPoint.gridY - 5; y < nearestPoint.gridY + 5; y++) { WorldTile wt; wt = WorldBuilder.me.worldTiles [x, y].GetComponent <WorldTile> (); if (wt == null) { } else { if (buildingUnderSiege.isPosInRoom(wt.transform.position) == false && Vector3.Distance(wt.transform.position, t.position) > 3 && wt.walkable == true) { pointsToSecure.Add(wt.transform); } } } } } } }