void inProgress() { foreach (baseAI outpost in Outposts) { // Debug.Log ("step 1"); if (outpost.ID <= outpostIndex) { int i = 0; while (i < outpost.structs.Count) { baseStruct currStruct = outpost.structs[i]; if (currStruct.state != true) { if (currStruct.state == false) { if (currStruct.structure.GetComponent <buildLogic> ().built == true) { outpost.structs[i].state = true; if (i == 4) { Order reconOrder = new Order(Order.Type.Recon, playerID, (outpostIndex + 1)); Debug.Log("Recon Order"); eventManager.InitOrder(reconOrder, null, 0, playerID); // Request Recon (playerID, outposts[(outpostIndex+1)]); } } i = outpost.structs.Count; } if (currStruct.state == null) { Debug.Log("in build"); GameObject tempGo = checkBuild(currStruct.type, outpost.ID); if (tempGo != null) { issueMineOrder = true; outpost.structs [i].structure = tempGo; outpost.structs [i].state = false; } else { if (issueMineOrder == true) { Order mineOrder = new Order(Order.Type.Mine, playerID, outpost.ID); eventManager.InitOrder(mineOrder, null, 0, playerID); issueMineOrder = false; } } i = outpost.structs.Count; } } i++; } } } }
public baseAI(Vector3 Focal, List <buildSlot> BuildSlots, int id) { ID = id; focal = Focal; buildSlots = BuildSlots; hq = new baseStruct(1); refinery = new baseStruct(3); power = new baseStruct(2); factory = new baseStruct(8); research = new baseStruct(9); silo1 = new baseStruct(5); silo2 = new baseStruct(5); silo3 = new baseStruct(5); tower1 = new baseStruct(12); tower2 = new baseStruct(12); tower3 = new baseStruct(12); tower4 = new baseStruct(12); structs = new List <baseStruct> (); }