internal override void DoStart() { //UNIT.Settings = ScriptableObject.CreateInstance(typename) as BuildingSetting; fabrikatNames = new string[Fabrikat.Count + 1]; foreach (int option in System.Enum.GetValues(typeof(OPTIONS))) { if (!OptionalStatesOrder.ContainsKey(option)) { OptionalStatesOrder.Add(option, ((OPTIONS)option).ToString()); } } for (int i = 0; i < Fabrikat.Count; i++) { fabrikatNames[i] = Fabrikat[i].name; } fabrikatNames[Fabrikat.Count] = "StopProduction"; UnitState = unitState = OPTIONS.StopProduction; MoveToPoint = new Vector3(gameObject.transform.position.x, 0, gameObject.transform.position.z - 5f); CurrentFabrikatNumber = 0; CurrentFabrikat = Fabrikat[CurrentFabrikatNumber]; if (UNIT.unitType == UnitScript.UNITTYPE.Airport) { AnimationReleasePoints = new GameObject[2]; AnimationReleasePoints[0] = this.gameObject.GetComponentsInChildren <ReleasePoint>()[0].gameObject; AnimationReleasePoints[1] = this.gameObject.GetComponentsInChildren <ReleasePoint>()[1].gameObject; GetComponent <Animator>().enabled = true; } }
internal override void DoStart() { base.DoStart(); foreach (int option in System.Enum.GetValues(typeof(OPTIONS))) { if (!OptionalStatesOrder.ContainsKey(option)) { OptionalStatesOrder.Add(option, ((OPTIONS)option).ToString()); } } UnitState = unitState; IsMoving = true; }