public override bool CheckProcPreconditions(GameObject agent)
        {
            ResourceSupply sources;

            sources = WorldInfo.treeStorages;
            ResourceSupply closest = null;

            Vector3 position = agent.transform.position;

            closest = sources;

            if (closest == null)
            {
                //UnityEngine.Debug.LogWarning("Resource supply not found");

                return(false);
            }
            resourcesNeeded = GetComponent <ExpandStorageAction>().expandExpences;
            if (closest.resourceCount < ResourceAmountNeeded)
            {
                // UnityEngine.Debug.LogWarning("Wood resource amount contains: " + closest.resourceCount + " and didn't have enough (" + ResourceAmountNeeded + ") to upgrade");

                return(false);
            }
            // TODO: check if it gets to this point in the code.
            target = closest.gameObject;
            targetResourceSupply = closest;

//            Debug.Log("Closest = " + closest);
            return(closest != null);
        }
 private void FindResourceSupply()
 {
     foreach (var item in GetComponentsInChildren <ResourceSupply>())
     {
         if (item.storageType == ResourceSupply.StorageTypes.BerryStorage)
         {
             berrySupply = item;
         }
         else if (item.storageType == ResourceSupply.StorageTypes.WoodStorage)
         {
             woodSupply = item;
         }
     }
 }
        public override bool CheckProcPreconditions(GameObject agent)
        {
            if (WorldInfo.filledStorage.Count == 0)
            {
//                Debug.Log("None to upgrade");
                return(false);
            }
            //else
            // Debug.Log("Some to upgrade");

            List <ResourceSupply> sources = new List <ResourceSupply>();

            sources = WorldInfo.filledStorage;
            ResourceSupply closest  = null;
            float          distance = Mathf.Infinity;
            Vector3        position = agent.transform.position;

            if (sources.Count == 0)
            {
                Debug.LogError("No resource for " + gameObject.name);
            }


            foreach (ResourceSupply source in sources)
            {
                Vector3 diff        = source.transform.position - position;
                float   curDistance = diff.sqrMagnitude;

                if (curDistance < distance)
                {
                    closest  = source;
                    distance = curDistance;
                }
            }
            if (closest == null)
            {
                UnityEngine.Debug.LogWarning("Resource supply not found for " + gameObject);

                return(false);
            }

            target = closest.gameObject;
            targetSupplyToExpand = closest;
            expandExpences       = targetSupplyToExpand.UpgradeCost;
            return(closest != null);
        }
Beispiel #4
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        public override bool CheckProcPreconditions(GameObject agent)
        {
            ResourceSupply sources;

            sources = (CurrGatherType == GatherType.BerryGatherer) ? WorldInfo.berrySorages : WorldInfo.treeStorages;
            ResourceSupply closest  = null;
            Vector3        position = agent.transform.position;

            closest = sources;

            if (closest == null)
            {
                UnityEngine.Debug.LogWarning("Resource supply not found");

                return(false);
            }

            target = closest.gameObject;
            targetResourceSupply = closest;
            return(closest != null);
        }
 public override void Reset()
 {
     Storage.resourceHolding = 0;
     hasResource             = false;
     targetResourceSupply    = null;
 }
Beispiel #6
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 public override void Reset()
 {
     recivedFood          = false;
     targetResourceSupply = null;
 }
 public override void Reset()
 {
     Storage.resourceHolding = 0;
     upgraded             = false;
     targetSupplyToExpand = null;
 }