void Start() { center.agentsCounter[name]++; // Find sawmill or HunyerShed to work SawmillBuilding[] sawmills = (SawmillBuilding[])FindObjectsOfType(typeof(SawmillBuilding)); foreach (SawmillBuilding saw in sawmills) { if (!saw.blueprint.done || saw.carriers >= saw.limitCarriers) { continue; } sawmill = saw; sawmill.carriers++; break; } if (sawmill == null) { HuntingShedBuilding[] huntingSheds = (HuntingShedBuilding[])FindObjectsOfType(typeof(HuntingShedBuilding)); foreach (HuntingShedBuilding shed in huntingSheds) { if (!shed.blueprint.done || shed.carriers >= shed.limitCarriers) { continue; } huntingShed = shed; huntingShed.carriers++; break; } // No building found, turn waiting if (huntingShed == null) { waiting = true; } } }
void Start() { center.agentsCounter[name]++; // Find HuntingShed HuntingShedBuilding[] huntingSheds = (HuntingShedBuilding[])FindObjectsOfType(typeof(HuntingShedBuilding)); foreach (HuntingShedBuilding shed in huntingSheds) { if (!shed.blueprint.done) { continue; } huntingShed = shed; huntingShed.hunters++; break; } // If not found send building request if (huntingShed == null) { Building building = new Building("Prefabs/Buildings/huntingShed", 250, 150, 7, 2); center.addNewBuildingRequest(building); } moveSpeed = 1; }