public static State Dissapear(ControllerDog agent) { Debug.Log("Dissapearing..."); return(State.FALSE); }
public static State Hunted(ControllerDog agent) { Debug.Log("Hunting..."); return(State.FALSE); }
public static State Wait(ControllerDog agent) { Debug.Log("Waiting..."); return(State.FALSE); }
public static State RunWith(ControllerDog agent) { Debug.Log("Running with..."); return(State.FALSE); }
public static State Sniff(ControllerDog agent) { Debug.Log("Sniffing..."); return(State.FALSE); }
public static State RunFast(ControllerDog agent) { Debug.Log("Running fast..."); return(State.FALSE); }
public static bool tenMinutes(ControllerDog agent) { Debug.Log("Checking minutes..."); return(false); }
public static State ApproachPlayer(ControllerDog agent) { Debug.Log("Approaching..."); return(State.FALSE); }
public static bool interacting(ControllerDog agent) { Debug.Log("Checking for interacting..."); return(false); }
public ActionNode(Action action, ControllerDog agent) { m_action = action; m_agent = agent; }
public static bool inSphere(ControllerDog agent) { Debug.Log("Checking for sphere..."); return(false); }
public ConditionNode(Condition condition, ControllerDog agent) { m_condition = condition; m_agent = agent; }
// This is where the condition functions go that are invoked public static bool hasWhistled(ControllerDog agent) { Debug.Log("Checking for whistle..."); //return ControllerPlayer.g_player.m_whistled; return(false); }