//*************************************************************************************************Go NEXT //to next Mine or home private static void GoNext(Transform mytransform, Vector3 target, Func <string, bool> retf) { Commanded com = mytransform.gameObject.GetComponent <Commanded>(); if (com.Loaded <= com.Capacity) { Vector3 nextTarget = MineInspector.GetNextBase(target); com.Command("Go!", com.currentTarget, nextTarget); } else { com.Command("ToStorage", com.currentTarget, target); } }
}//*************************************************************************************************MINE ME private static void MineMe(Transform mytransform, Vector3 target, Func <string, bool> retf) { Commanded com = mytransform.gameObject.GetComponent <Commanded>(); float randomfactor = Random.Range(0f, 1f); mytransform.RotateAround(target, Random.insideUnitSphere, 2 * randomfactor); if (com.ActionTime-- > 0) { retf("dd"); } else { if (MineInspector.Spend(com.currentTarget)) { com.Loaded++; com.Command("Mining", com.currentTarget, target); } else { com.Command("GetOFF", com.currentTarget, target); } } }//*************************************************************************************************Unloading
public static void SetUPAllThatStuffOnDaGround() { inst.dic.Add("Mining", WorkerMiningSpeed); inst.dic.Add("Go!", 50000); inst.dic.Add("ToStorage", 100); inst.dic.Add("GetOFF", 1); inst.dic.Add("GoNEXT", 1); inst.dic.Add("Away!", 10); inst.dic.Add("walkAround", 10000); inst.dic.Add("UnLoadingwalkAround", 500); ShowSettings = false; for (var i = 0; i < LimitMineMax; i++) { GameObject mine = Instantiate(inst.minePrefab); mine.name = "Mine_" + i.ToString(); Vector3 pos = Random.insideUnitSphere * 30; pos.y = 0.5f; mine.transform.position = pos; } MineInspector.Inspect(); }
private void Start() { inst = this; }