void Behaviour() { state = maq.GetState(); Ordering(); switch (state) { case (int)States.ToMine: ToMine(); nodes.ResetAllNodes(); /*Debug.Log("asd"); * movingToMine = true;*/ break; case (int)States.ToDeposit: ToDeposit(); nodes.ResetAllNodes(); // movingToMine = false; break; case (int)States.Mining: Mining(); nodes.ResetAllNodes(); // movingToMine = true; break; case (int)States.Idle: //Debug.Log("Idling"); goingToMine.ClearAnything(); goingToWarehouse.ClearAnything(); thePathMine.Clear(); thePathWarehouse.Clear(); nodes.ResetAllNodes(); thePathMine = goingToMine.GetPath(nodes.GetNodeByPosition(transform.position), nodes.GetNodeByPosition(mine.transform.position)); thePathWarehouse = goingToWarehouse.GetPath(nodes.GetNodeByPosition(transform.position), nodes.GetNodeByPosition(warehouse.transform.position)); break; } NoMine(); }