public Loot_Goal(GameObject owner, Planner_Goap planner) : base(owner, planner)
    {
        GoalWorldstates.Add(WorldStateSymbol.HasItem, true);

        //baseValue = persona.personalityModifer[Personality.GREED] * 0.33f;
        //var s = 1;
    }
 public KillEnemy_Goal(GameObject owner, Planner_Goap planner) : base(owner, planner)
 {
     GoalWorldstates.Add(WorldStateSymbol.EnemyDead, true);
 }
 public Explore_Goal(GameObject owner, Planner_Goap planner) : base(owner, planner)
 {
     GoalWorldstates.Add(WorldStateSymbol.RoomExplored, true);
 }
Beispiel #4
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 public Win_Goal(GameObject owner, Planner_Goap planner) : base(owner, planner)
 {
     GoalWorldstates.Add(WorldStateSymbol.CanWin, true);
 }
 public Progress_Goal(GameObject owner, Planner_Goap planner) : base(owner, planner)
 {
     GoalWorldstates.Add(WorldStateSymbol.Progress, true);
 }
 public Heal_Goal(GameObject owner, Planner_Goap planner) : base(owner, planner)
 {
     GoalWorldstates.Add(WorldStateSymbol.IsHealed, true);
     healthScale = owner.GetComponent <Player>().MaxHealth;
 }