public override void Execute(AIAgent agent) { MoveToTarget.Execute(agent); agent.ActionTimer.SetTimer(agent.name + "_CollectResource", 0); }
/// <summary> /// Sets up any necessary data /// </summary> /// <param name="agent">The AIAgent to affect</param> public virtual void InitialiseAction(AIAgent agent) { }
/// <summary> /// Determines whether an action has been completed /// </summary> /// <param name="agent">The AIAgent to affect</param> /// <returns>Action has completed</returns> public virtual bool HasActionCompleted(AIAgent agent) { return(false); }
public override void EnterAction(AIAgent agent) { DirectedAttack.Enter(agent); }
public override bool ExecuteAction(AIAgent agent) { DirectedAttack.Execute(agent); return(false); }
public override void CancelAction(AIAgent agent) { CreateBuilding.Cancel(agent); }
public override bool HasActionCompleted(AIAgent agent) { return(DirectedAttack.HasCompleted(agent)); }
public override bool HasActionCompleted(AIAgent agent) { return(CollectResource.HasCompleted(agent)); }
public override bool ExecuteAction(AIAgent agent) { CollectResource.Execute(agent); return(true); }
/// <summary> /// Do any necessary operations before removing action from any list /// </summary> /// <param name="agent"></param> public virtual void Cancel(AIAgent agent) { }
/// <summary> /// Set up all necessary data /// </summary> /// <param name="agent"></param> /// <param name="obj"></param> /// <param name="vec3"></param> /// <param name="num"></param> /// <returns></returns> public virtual bool SetVariables(AIAgent agent, GameObject obj, Vector3 vec3, int num) { return(false); }
public override void Exit(AIAgent agent) { MoveToTarget.Exit(agent); }
public override void Enter(AIAgent agent) { MoveToTarget.Enter(agent); }
/// <summary> /// Do any necessary operations before exiting out of the action /// </summary> /// <param name="agent"></param> public virtual void Exit(AIAgent agent) { }
public override void EnterAction(AIAgent agent) { CreateBuilding.Enter(agent); }
public override float UpdateAction(AIAgent agent) { CollectResource.Update(agent); return(0); }
public override void ExitAction(AIAgent agent) { CreateBuilding.Exit(agent); }
public override void EnterAction(AIAgent agent) { CollectResource.Enter(agent); }
public override bool SetVariables(AIAgent agent, GameObject go, Vector3 vec, int num) { return CreateBuilding.SetVariables(agent, go, vec, num); }
public override void ExitAction(AIAgent agent) { CollectResource.Execute(agent); }
public override float UpdateAction(AIAgent agent) { DirectedAttack.Update(agent); return(0.0f); }
public override bool SetVariables(AIAgent agent, GameObject go, Vector3 vec, int num) { return(CollectResource.SetVariables(agent, go, vec, num)); }
public override void ExitAction(AIAgent agent) { DirectedAttack.Exit(agent); }
public override bool HasActionCompleted(AIAgent agent) { return CreateBuilding.HasCompleted(agent); }
public override bool SetVariables(AIAgent agent, GameObject go, Vector3 vec, int num) { return(DirectedAttack.SetVariables(agent, go, vec, num)); }
public override float UpdateAction(AIAgent agent) { CreateBuilding.Update(agent); return 0.0f; }
/// <summary> /// Updates the action /// </summary> /// <param name="agent">The AIAgent to affect</param> /// <returns></returns> public virtual float UpdateAction(AIAgent agent) { return(0); }
public override bool ExecuteAction(AIAgent agent) { CreateBuilding.Execute(agent); return false; }
/// <summary> /// Determines how valuable it is to perform this action at this time /// </summary> /// <param name="agent">The AIAgent to affect</param> /// <returns>The 'value' of this action</returns> public virtual float EvaluateAction(AIAgent agent) { return(0.0f); }
/// <summary> /// Do any necessary operations before executing the action /// </summary> /// <param name="agent"></param> public virtual void Enter(AIAgent agent) { }