public override bool checkProceduralPrecondition(GameObject agent) { // find the nearest supply pile that has spare tools InnComponent[] inns = (InnComponent[])UnityEngine.GameObject.FindObjectsOfType(typeof(InnComponent)); InnComponent closest = null; float closestDist = 0; foreach (InnComponent inn in inns) { if (inn.NumMeat > 5) { if (closest == null) { // first one, so choose it for now closest = inn; closestDist = (inn.gameObject.transform.position - agent.transform.position).magnitude; } else { // is this one closer than the last? float dist = (inn.gameObject.transform.position - agent.transform.position).magnitude; if (dist < closestDist) { // we found a closer one, use it closest = inn; closestDist = dist; } } } } if (closest == null) { return(false); } targetInn = closest; target = targetInn.gameObject; return(closest != null); }
public override void reset() { droppedOffFood = false; targetInn = null; }
public override void reset() { hasTool = false; targetInn = null; }
public override void reset() { chopped = false; targetInn = null; startTime = 0; }