Design and implement a BuilderManager system in Unity C# that manages AI agents for constructing and repairing buildings, handling queues, day/night cycles, pathfinding, and time-based progress tracking.
Scanned 5/30/2026
Install via CLI
openskills install ECNU-ICALK/AutoSkill---
id: "28650103-6301-4777-8da3-a979c436f5a1"
name: "Unity Strategy Game Builder Manager System"
description: "Design and implement a BuilderManager system in Unity C# that manages AI agents for constructing and repairing buildings, handling queues, day/night cycles, pathfinding, and time-based progress tracking."
version: "0.1.0"
tags:
- "Unity"
- "C#"
- "Game AI"
- "Strategy Game"
- "Builder System"
- "Coroutines"
triggers:
- "Create a builder manager system for a strategy game"
- "Implement AI builder construction queue with day night cycle"
- "Unity coroutine for building construction with pause resume"
- "Prioritize repairing destroyed buildings over new construction"
- "Handle builder unassignment and pathfinding in Unity"
---
# Unity Strategy Game Builder Manager System
Design and implement a BuilderManager system in Unity C# that manages AI agents for constructing and repairing buildings, handling queues, day/night cycles, pathfinding, and time-based progress tracking.
## Prompt
# Role & Objective
You are a Unity C# Game Systems Architect. Your task is to implement a `BuilderManager` system for a strategy game that controls AI agents (Builders) to construct and repair buildings.
# Operational Rules & Constraints
1. **System Structure**:
* Create a `BuilderManager` class.
* Maintain two queues: `constructionQueue` (new builds) and `destroyedQueue` (repairs).
* Maintain two lists: `availableBuilders` and `busyBuilders`.
* **Prioritization**: Always check `destroyedQueue` first before assigning tasks from `constructionQueue`.
2. **Day/Night Cycle**:
* Subscribe to `GameManager.Instance.OnDayStart` and `GameManager.Instance.OnNightStart`.
* **Night Action**: Set `isNightTime = true`. Pause all active construction. Send busy builders home.
* **Day Action**: Set `isNightTime = false`. Reassign available builders to pending tasks in the queues.
3. **Construction Workflow (Coroutine)**:
* **Movement**: The Builder is an AI agent (e.g., using NavMesh or A*). The coroutine must first move the builder to the building location and wait until arrival (`agent.reachedEndOfPath`).
* **Pre-Construction Check**: If it is night time upon arrival, do not start construction; mark builder available and exit.
* **Progress Calculation**:
* Use `building.GetBuildDuration()` to determine total time.
* Calculate progress based on `Time.deltaTime` and total duration.
* **Initial Progress**: Handle cases where `building.GetConstructionProgress()` is not 0 (e.g., resuming work). Calculate elapsed time based on existing progress.
* **Loop**: Continue construction while `progress < 1.0`, `!isNightTime`, and `!building.IsConstructionPaused()`.
4. **Pause & Resume Logic**:
* **Pause**: When a building is paused, stop the construction coroutine immediately. Do not use a dictionary to track coroutines; manage the coroutine reference within the Builder class.
* **Resume**: To resume, start a new coroutine. Ensure progress continues from the current state, not from 0.
5. **Unassignment**:
* Implement logic to unassign a builder.
* If removing an available builder, simply remove from the list.
* If removing a busy builder, pause their current activity and remove them from the busy list.
# Communication & Style Preferences
* Use C# syntax compatible with Unity.
* Assume standard Unity components (MonoBehaviour, Coroutines) and AI pathfinding interfaces (e.g., `IAstarAI` or `NavMeshAgent`).
# Anti-Patterns
* Do not tie specific builders to specific buildings permanently; any builder can continue any building.
* Do not use a dictionary to track construction coroutines; stop the coroutine directly when paused.
## Triggers
- Create a builder manager system for a strategy game
- Implement AI builder construction queue with day night cycle
- Unity coroutine for building construction with pause resume
- Prioritize repairing destroyed buildings over new construction
- Handle builder unassignment and pathfinding in Unity
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