public void GetCurrentUnitsInScene()
{
// Monkeys
GameObject[] goMonkeys;
goMonkeys = GameObject.FindGameObjectsWithTag("Monkey");
alliedMonkeys.Clear();
alliedBuildings.Clear();
opponentBuildings.Clear();
neutralResources.Clear();
foreach(GameObject oneMonkey in goMonkeys) {
if(oneMonkey.layer == alliedLayer) {
alliedMonkeys.Add(oneMonkey.transform);
}
}
// Get all drones
GetCurrentDronesInScene();
// Buildings
GameObject[] goBuildings;
goBuildings = GameObject.FindGameObjectsWithTag("Building");
foreach(GameObject oneBuilding in goBuildings) {
if(oneBuilding.layer == alliedLayer) {
alliedBuildings.Add(oneBuilding.transform);
}
else if(oneBuilding.layer == enemyLayer) {
opponentBuildings.Add(oneBuilding.transform);
}
}
GetCurrentRocketPartsInScene();
// Resources
GameObject[] goResources;
goResources = GameObject.FindGameObjectsWithTag("Resource");
foreach(GameObject oneResource in goResources) {
neutralResources.Add(oneResource.transform);
}
//
Debug.Log("Resumo: macacos aliados: " + alliedMonkeys.Count);
Debug.Log("Resumo: predios aliados: " + alliedBuildings.Count);
Debug.Log("Resumo: predios inimigos: " + opponentBuildings.Count);
Debug.Log("Resumo: recursos: " + neutralResources.Count);
}