// Use this for initialization
    void Start()
    {
        playerFactionSpec = (PlayerFaction)Faction.GetComponent("PlayerFaction");
        UnitBody          = (GameObject)Instantiate(unitPrefab);
        UnitBodySpec      = ((UnitSpec)UnitBody.GetComponent("UnitSpec"));
        UnitBodySpec.paintUnit(playerFactionSpec.FactionColor);
        UnitBodySpec.GenerateBody();
        UnitBody.transform.parent   = this.transform;
        UnitBody.transform.position = this.transform.position;
        switch (UnitBodySpec.getUnitClassSize())
        {
        case UnitSpec.UnitSize.M:
            UnitBody.transform.localScale = new Vector3(3.5f, 3.5f, 3.5f);
            break;

        default:
            break;
        }
        SetRotation();
        health = UnitBodySpec.getMaxHealth();
        supply = UnitBodySpec.getMaxSupply();
        ammo   = new int[UnitBodySpec.turrets.Length];
        for (int i = 0; i < ammo.Length; i++)
        {
            ammo[i] = ((TurretSpec)UnitBodySpec.turrets[i].GetComponent("TurretSpec")).getMaxAmmo();
        }
    }
 public float getPercentual100SP()
 {
     return(Mathf.Ceil(((float)supply / (float)UnitBodySpec.getMaxSupply()) * 100.0f));
 }