internal override void SetSIDEObject(Object returned) { if (returned is WeaponObject) { UNIT.weapon.prefabSlot = returned as WeaponObject; } else { CurrentFabrikat = returned; CurrentFabrikatNumber = Fabrikat.IndexOf(CurrentFabrikat); UnitState = EnumProvider.ORDERSLIST.Produce; } }
internal override Object[] GetUnitsSIDEMenuObjects() { if (UNIT.weapon.HasArsenal) { Object[] objBuffer = new Object[Fabrikat.Count + UNIT.weapon.arsenal.Count]; int index = 0; // Add buildable Buildings foreach (Object fabrikat in Fabrikat) { objBuffer[index++] = fabrikat; } // Add Weapon Arsenal for (int i = 0; i < UNIT.weapon.arsenal.Count; i++) { objBuffer[index + i] = UNIT.weapon.arsenal[i]; } return(objBuffer); } return(Fabrikat.ToArray()); }