//See if the unit is in idle state or not: public bool IsIdle() { return(!(MovementComp.IsMoving() || (BuilderComp && BuilderComp.IsActive()) || (CollectorComp && CollectorComp.IsActive()) || (AttackComp && AttackComp.IsActive() && AttackComp.Target != null) || (HealerComp && HealerComp.IsActive()) || (ConverterComp && ConverterComp.IsActive()))); }