Exemple #1
0
    public void Execute()
    {
        animal.UpdateEnergyLevel(Time.deltaTime * 2f);
        if (anim != null)
        {
            anim.Play(animationStr);
        }

        if (animal.GetEnergyLevel() >= 80f)
        {
            // No need to rest
            animal.ExitBusy();
            //animal.GetStateMachine().SwtichToPreviousState();
            animal.GetStateMachine().ChangeState(new WanderAround(agent, animal.GetSpeed(), animal));
        }
    }
Exemple #2
0
    public void Execute()
    {
        //Debug.Log("looking for resources");

        if (animal.GetHungerLevel() < animal.GetThirstLevel())
        // So far this condition checking should be safe.
        {
            // Debug.Log("Searching for food!");
            animal.GetStateMachine().ChangeState(searchForFood);
        }
        else if (animal.GetHungerLevel() > animal.GetThirstLevel())
        {
            // Debug.Log("Searching for water!");
            animal.GetStateMachine().ChangeState(searchForWater);
        }
        else
        {
            animal.GetStateMachine().ChangeState(new WanderAround(agent, animal.GetSpeed(), animal));
        }
    }
 private void ReleaseGrabbing()
 {
     Debug.Log("RELEASING!!!");
     gameObject.SendMessage("OnRelease", GrabbingHandRef.GetComponent <IHandGesture>().GetVelocity(), SendMessageOptions.DontRequireReceiver);
     transform.parent = null;
     grabbed          = false;
     if (animalComponentRef != null)
     {
         // animalComponentRef.ExitBusy();
         animalComponentRef.ExitBusyWithStateChange(new WanderAround(animalComponentRef.GetComponent <NavMeshAgent>(), animalComponentRef.GetSpeed(), animalComponentRef));
     }
 }