/* xInitialize * * Sets up following values: * location of slot(s) * location to spawn product when a cycle ends * locations for product completion line renderer * primary and secondary attributes * time modifiers * fatigue rate * buff type */ protected override void Initialize() { base.Initialize(); slot1Loc = transform.position + new Vector3(1, 0, 0); pathStartLoc = transform.position + new Vector3(0, 0, 28); ghost = transform.GetChild(4).gameObject.GetComponent <ForageGhostBehavior>(); ghost.Deactivate(); }
/* xUnassign * called by citizens when they are attempting to be * assigned elsewhere - may stop production as well*/ public override void Unassign(GameObject citizen_in) { base.Unassign(citizen_in); ghost.Deactivate(); }
/* xInitialize Sets up following values: location of slot(s) location to spawn product when a cycle ends locations for product completion line renderer primary and secondary attributes time modifiers fatigue rate buff type */ protected override void Initialize() { base.Initialize(); slot1Loc = transform.position + new Vector3(1, 0, 0); pathStartLoc = transform.position + new Vector3(0, 0, 28); ghost = transform.GetChild (4).gameObject.GetComponent<ForageGhostBehavior>(); ghost.Deactivate (); }