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MissingFactoryBehaviour = class(Behaviour)
function MissingFactoryBehaviour:Init()
--
self.active = false
self.building = false
self.build = false
end
function MissingFactoryBehaviour:UnitCreated(unit)
end
function MissingFactoryBehaviour:UnitIdle(unit)
if unit:Internal():ID() == self.unit:Internal():ID() then
self.building = false
if self:IsActive() then
self.unit:ElectBehaviour()
end
end
end
function MissingFactoryBehaviour:Update()
--
end
function MissingFactoryBehaviour:Activate()
self.build = false
local s = self.unit:Internal():Build("ebasefactory")
if s then
self.active = true
self.building = true
else
self.unit:ElectBehaviour()
end
end
function MissingFactoryBehaviour:Deactivate()
self.active = false
self.building = false
self.build = false
end
function MissingFactoryBehaviour:Priority()
if self.build == true then
return 100
end
return 0
end
function MissingFactoryBehaviour:UnitDead(unit)
if unit:Internal():Name() == "ebasefactory" then
self.build = true
--game:SendToConsole("missingfactory activated")
end
end
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