Beispiel #1
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 public static State Dissapear(ControllerDog agent)
 {
     Debug.Log("Dissapearing...");
     return(State.FALSE);
 }
Beispiel #2
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 public static State Hunted(ControllerDog agent)
 {
     Debug.Log("Hunting...");
     return(State.FALSE);
 }
Beispiel #3
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 public static State Wait(ControllerDog agent)
 {
     Debug.Log("Waiting...");
     return(State.FALSE);
 }
Beispiel #4
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 public static State RunWith(ControllerDog agent)
 {
     Debug.Log("Running with...");
     return(State.FALSE);
 }
Beispiel #5
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 public static State Sniff(ControllerDog agent)
 {
     Debug.Log("Sniffing...");
     return(State.FALSE);
 }
Beispiel #6
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 public static State RunFast(ControllerDog agent)
 {
     Debug.Log("Running fast...");
     return(State.FALSE);
 }
Beispiel #7
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 public static bool tenMinutes(ControllerDog agent)
 {
     Debug.Log("Checking minutes...");
     return(false);
 }
Beispiel #8
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 public static State ApproachPlayer(ControllerDog agent)
 {
     Debug.Log("Approaching...");
     return(State.FALSE);
 }
Beispiel #9
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 public static bool interacting(ControllerDog agent)
 {
     Debug.Log("Checking for interacting...");
     return(false);
 }
Beispiel #10
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 public ActionNode(Action action, ControllerDog agent)
 {
     m_action = action;
     m_agent  = agent;
 }
Beispiel #11
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 public static bool inSphere(ControllerDog agent)
 {
     Debug.Log("Checking for sphere...");
     return(false);
 }
Beispiel #12
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 public ConditionNode(Condition condition, ControllerDog agent)
 {
     m_condition = condition;
     m_agent     = agent;
 }
Beispiel #13
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 // 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);
 }