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); }
public override void reset() { chopped = false; targetGarden = null; startTime = 0; }