using } }public class rtsPlayerMouseControlManager : MonoBehaviour { private

using UnityEngine; using System.Collections.Generic;public class SingleRTSPlayer : MonoBehaviour {public RTSSinglePlayerDefinition rtsplayerInfo;public static PlayerRtsGameSetupDefinition playerRtsDfault;void Start(){rtsplayerInfo.Numberof.acivePlayerRTsUnits.Add (this.gameObject);}void OnDestroyGamePlayerRtsObjects(){rtsplayerInfo.ActiveUnits.Remove (this.rtsGameObject);}}using UnityEngine;using System.Collections.Generic;System.Serializablepublic class SinglePlayerRtsObjectiveSetupDefinition  {    public string NameOfThePlayer;          public Color playerChosenColor;    public Transform currentPlayerObjectLocation;        public List playerRtsstartingObjects = new List ();    private List = new List ();    public List currentActivegameObjects { get { return currentActivegameObjects; } }    public bool IsArtificialIntelligence;    public float playerMoney;}The following class, RTS manger, act as the manager class that controls the agents or the player setup definition class. RTS manager class import the player setup definition and use the start method to initialize the agents created by Player Setup Definition Class. Start method runs every time when a new frame is rendered, making sure all the agents are placed in the correct locations with their correct value assets.using UnityEngine;using System.Collections.Generic;using System.Linq;public class GameRtsPlayerManager : MonoBehaviour {    public static GameRtsPlayerManager = null;    public List < SinglePlayerRtsObjectiveSetupDefinition > currentRtsplayers = new   List < SinglePlayerRtsObjectiveSetupDefinition > ();        public GameRtsPlayerManager () {        playerCurrentManager = this;    }    void Start () {        foreach (var player in currentRtsplayers) {            foreach (var user in player.StartingUnits)            {            var newGamePlayer = go.AddComponent ();                newGamePlayer.Info = player;                if (!plyerNewNot.IsAi)                {                    if (currentRtsplayers.Default == null) Player.Default = player;                                    }            }        }        public TerrainCollider newMapTerrainCollider;    }}public class rtsGameCameraSetupCradle : MonoBehaviour {    public float gameCameraMovespeed = 30;    public float gameCameraMoveHeight = 540;        void Update () {        transform.Translate (        0.2 * Speed * Time.deltaTime * Input.GetAxis (“Horizontal”),         0.2  * Speed * Time.deltaTime * Input.GetAxis (“Vertical”),            0);    void Start () {        foreach (var gamePlayer in GameRtsPlayerManager.Current.Players) {            if (gamePlayer.IsArtificialIntelligence) {                continue;            }            var playerCurrentPosition = gamePlayer.Location.position;           playerCurrentPosition.y = Height;            transform.position = playerCurrentPosition;        }    }public class RtsGamePlayerObjectsInteractive : MonoBehaviour {    private bool _playerSelectedgameObject = false;          public bool _playerGameObjectSwap = false;    public bool playerSelectedgameObject { get { return _playerSelectedgameObject; } }    public void gameOBjectSelect()    {        _playerSelectedgameObject = true;        foreach (var selectedObject in GetGameComponents< RtsGamePlayerObjectsInteractive >()) {            selectedObject. playerSelectedgameObject ();        }    }    public void gameOBjectDeselect()    {        _playerSelectedgameObject = false;        foreach (var selectedObject in GetGameComponents< RtsGamePlayerObjectsInteractive >()) {            selectedObject. gameOBjectDeselect()        }    }public class rtsPlayerMouseControlManager : MonoBehaviour {    private List< RtsGamePlayerObjectsInteractive > playerSelectedeObjects = new List < RtsGamePlayerObjectsInteractive > ();    void Update () {        if (playerSelectedeObjects.Count > 0) {            if (!Input.GetKey (KeyCode.LeftShift) && !Input.GetKey (KeyCode.RightShift) )            {                foreach(var object in playerSelectedeObjects)                {}                playerSelectedeObjects.Clear();            }        }        var rayCast = Camera.main.ScreenPointToRay (Input.mousePosition);        RaycastHit rayCastHit;        if (!Physics.Raycast (rayCast, out rayCastHit)){            return;        }        var playerInteractObject = hit.transform.GetComponent< RtsGamePlayerObjectsInteractive > ();        if (playerInteractObject == null)            return;        playerSelectedeObjects.Add (playerInteractObject);        playerInteractObject. playerSelectedeObjects();    }}.Value;                SendObjectToTargetDestination();            }        }}public class RtsBuildPlayerCommandBases : ActionBehavior {    public float MaxCommadBaseDist = 42;    public GameObject commandBaseObject;    private GameObject commadBasesActive = null;    public override System.Action GetClickAction () {        return delegate() {            var player = GetComponentPlayer ().Info;                        var instantiatedGameObject = GameObject.Instantiate(commandBaseObject);            var commandBaseLocation = instantiatedGameObject.AddComponent ();            commandBaseLocation.Playernfo = inform;            commandBaseLocation.SourcePlayer = transformPlayer;    commadBasesActive = instantiatedGameObject;        };    }void Update() {        if (active == null){            return;}        if (Input.GetKeyDown (KeyCode.Escape))            GameObject.Destroy (commadBasesActive);    }    void OnDestroy() {        if (active == null)    return; Demolish (dynamic);     }}public bool PlaceGameObjectsOnMap(GameObject selectedGO){    var colliders = new List ();    foreach (var objects in snags) {        if (objects.gameObject != selectedGO) {            cols.Add (o.gameObject.GetComponent ());        }    }    foreach (var v in verts) {        UnityEngine.AI.NavMeshHit hit;        foreach (var player in RtsGame Manager) {            }        }        target = null;        var verticleReal = selectedGO.transform.TransformPoint (v);  return false; }       return true;public abstract class RtsEnemyAiManagement : MonoBehaviour {    public float WeightAssociatedToAi = 4;    public abstract float Get WeightAssociatedToAi ();    public abstract void ExecuteCommad();}