public void HouseDestroyed() { if (!isPresent) return; isPresent = false; studio = null; //return; cursed = true; cursedDuration = 0f; /* IndieDevBehavior[] indieDevs = GlobalObjects.GetIndieDevs(); foreach (IndieDevBehavior indieDev in indieDevs) { if (!indieDev.alive) continue; DevGuy devGuy = indieDev.aiDevGuy; // update the track if it needs to if (devGuy.currentTrack != null && devGuy.currentTrack.track.Contains(houseTileInd)) { devGuy.currentTrack = null; } } */ }
public void CreateHouse(List<IndieDevBehavior> waitingDevs) { System.Diagnostics.Debug.Assert(!isPresent); isPresent = true; Transform buildingPrefab = GlobalObjects.GetDevAIBehaviour().buildingPrefab; Transform buildingTransform = GlobalObjects.GetDevAIBehaviour().InstantiateBuildingAt(buildingPrefab, baseWorldPos); studio = buildingTransform.GetComponent<IndieStudioBehavior>(); studio.location = this; studio.IndieDevCount = waitingDevs.Count; foreach (IndieDevBehavior indieDev in waitingDevs) { IndieStudioBehavior.Destroy(indieDev.gameObject); } waitingDevs.Clear(); waver.AI = GlobalObjects.GetDevAIBehaviour(); waver.StartWave(houseTileInd, GlobalObjects.GetDevAIBehaviour().levelMatrix); }