public GOAPAction(string name, int cost, StateDrivenBrain.TacticalStates moveToState) { this.name = name; this.moveToState = moveToState; this.cost = cost; preConditions = new WorldState(); effects = new WorldState(); }
public GoToTent(string name, int cost, StateDrivenBrain brain, StateDrivenBrain.TacticalStates moveToState) : base(name, cost, brain, moveToState) { }
public PickupNails(string name, int cost, StateDrivenBrain brain, StateDrivenBrain.TacticalStates moveToState) : base(name, cost, brain, moveToState) { }
public AttackWithGun(string name, int cost, StateDrivenBrain brain, StateDrivenBrain.TacticalStates moveToState) : base(name, cost, brain, moveToState) { angleOffset = -20f; }
public getInRangeOfPlayer(string name, int cost, StateDrivenBrain brain, StateDrivenBrain.TacticalStates moveToState) : base(name, cost, brain, moveToState) { angleOffset = -20f; perceptionManager = GameObject.FindGameObjectWithTag(Tags.GameController).GetComponent <PerceptionManager>(); }
public Action(string name, int cost, StateDrivenBrain brain, StateDrivenBrain.TacticalStates moveToState) : base(name, cost, moveToState) { this.brain = brain; angleOffset = 0f; }
public buildHouse(string name, int cost, StateDrivenBrain brain, StateDrivenBrain.TacticalStates moveToState) : base(name, cost, brain, moveToState) { }