/// <summary> /// Is called when progress is 1 /// Describes what happens on the end of this action. /// will evaluate the reward on the needs /// </summary> public virtual void EndAction() { if (onEnd != null) { onEnd(); } if (rewards != null) { foreach (KeyValuePair <NeedType, float> reward in rewards) { needs.RewardNeed(reward.Key, reward.Value); } } needs = null; // free the player }