public Task buildTree() { List <Task> tasks = new List <Task>(); // if !locked, open door Task checkLock = new doorUnlocked(door); Task waitASec = new Wait(1f); Task openDoor = new OpenDoor(door); tasks.Add(checkLock); tasks.Add(waitASec); tasks.Add(openDoor); Sequence openUnlockedDoor = new Sequence(tasks); // barge it tasks = new List <Task>(); Task checkDoorClosed = new doorClosed(door); Task bargeIt = new BargeDoor(door); tasks.Add(checkDoorClosed); tasks.Add(waitASec); tasks.Add(bargeIt); Sequence bargeClosedDoor = new Sequence(tasks); // ways to open a closed door tasks = new List <Task>(); tasks.Add(openUnlockedDoor); tasks.Add(bargeClosedDoor); Selector openIt = new Selector(tasks); // get the cheese when door closed tasks = new List <Task>(); Task toDoor = new MoveToDoor(mouse, door); Task toTarget = new MoveToTarget(mouse, cheese); tasks.Add(toDoor); tasks.Add(waitASec); tasks.Add(openIt); tasks.Add(waitASec); tasks.Add(toTarget); Sequence reachTargetBehindClosedDoor = new Sequence(tasks); // get the cheese when door is open tasks = new List <Task>(); Task checkDoorOpen = new doorOpen(door); tasks.Add(checkDoorOpen); tasks.Add(toTarget); Sequence reachTargetBehindOpenDoor = new Sequence(tasks); // get that cheese tasks = new List <Task>(); tasks.Add(reachTargetBehindOpenDoor); tasks.Add(reachTargetBehindClosedDoor); Selector reachTarget = new Selector(tasks); return(reachTarget); }
private void Awake() { base.originalPosition = transform.position; Debug.Log(base.originalPosition); door = DoorHinge.GetComponent <doorOpen>(); }
private void Awake() { door = GameObject.Find("DoorHinge").GetComponent <doorOpen>(); }
private void Awake() { base.originalPosition = transform.position; door = LeftDoorHinge.GetComponent <doorOpen>(); curtain = localCurtain.GetComponent <Curtains>(); }