private void Update() { if (online && !IsBuilding && cargo.CurrentMetal >= metalCost && FactionsManager.factions[gameObject.tag].money >= moneyCost) { BuildTimer = buildTime; cargo.RemoveMetal(metalCost); FactionsManager.factions[gameObject.tag].money -= moneyCost; IsBuilding = true; } if (online && IsBuilding) { BuildTimer -= Time.deltaTime; if (BuildTimer <= 0) { GameObject createdShip = Instantiate(producedShip); createdShip.tag = gameObject.tag; createdShip.transform.position = transform.position; IsBuilding = false; if (!(RallyPos.x == transform.position.x && RallyPos.y == transform.position.y)) { MilitaryAi createdShipMilitaryAi = createdShip.GetComponent <MilitaryAi>(); createdShipMilitaryAi.automate = false; createdShipMilitaryAi.HandleRightClick(RallyPos, tag); } } } }
public void CheckAndSetFactionChanges(string faction) { MilitaryAi attachedMilitaryAi = attachedSelectable.GetComponent <MilitaryAi>(); automationToggle.isOn = attachedMilitaryAi.automate; attackToggle.isOn = attachedMilitaryAi.attackOnSight; if (!FactionsManager.playerFaction.factionTag.Equals(faction)) { automationToggle.enabled = false; automationToggle.image.enabled = false; attackToggle.enabled = false; attackToggle.image.enabled = false; } else { automationToggle.onValueChanged.AddListener(AutomateSelectedMilitaryShips); attackToggle.onValueChanged.AddListener(AutomateAttackSelectedMilitaryShips); } }