Beispiel #1
0
    public override bool checkProceduralPrecondition(GameObject agent)
    {
        // find the nearest tree that we can chop
        GardenComponent[] gardens     = (GardenComponent[])UnityEngine.GameObject.FindObjectsOfType(typeof(GardenComponent));
        GardenComponent   closest     = null;
        float             closestDist = 0;

        foreach (GardenComponent garden in gardens)
        {
            if (closest == null)
            {
                // first one, so choose it for now
                closest     = garden;
                closestDist = (garden.gameObject.transform.position - agent.transform.position).magnitude;
            }
            else
            {
                // is this one closer than the last?
                float dist = (garden.gameObject.transform.position - agent.transform.position).magnitude;
                if (dist < closestDist)
                {
                    // we found a closer one, use it
                    closest     = garden;
                    closestDist = dist;
                }
            }
        }
        if (closest == null)
        {
            return(false);
        }

        targetGarden = closest;
        target       = targetGarden.gameObject;

        return(closest != null);
    }
Beispiel #2
0
 public override void reset()
 {
     chopped      = false;
     targetGarden = null;
     startTime    = 0;
 }