public void FinishHarvesting() { Targetable = true; Busy = false; Unit.AddUnit(this); updateCurrentPathNode(); CheckForWallHit(); //if (Commands.Count > 1) //{ NextCommand(); //return; //} /*TownHall townHall = findNearestTownHall(); * if (townHall != null) * GiveCommand(new ReturnCargoCommand(townHall, resource, 1)); * else * nextCommand();*/ /*if (command != null) * GiveCommand(command); * else * NextCommand();*/ }
public void FinishBuildingStructure() { //IgnoringCollision = false; Targetable = true; Busy = false; Building = false; Unit.AddUnit(this); NextCommand(); }