void Start() { MeshRenderer ms = GetComponent <MeshRenderer>(); ms.enabled = false; turn1 = false; turn2 = false; turn3 = false; turn4 = false; wkA = GetComponent <walkAround>(); }
Task ConfigureBehavior() { List <Task> taskList = new List <Task>(); Task Human = new IsTrue(creature.isHuman); Task Dog = new IsTrue(creature.isDogPresent); Task NotHuman = new IsFalse(creature.isHuman); Task NoDog = new IsFalse(creature.isDogPresent); Task saveHuman = new saveHuman(creature); Task walkAround = new walkAround(creature); Task ShootAir = new shootAir(creature); Task ShootHuman = new shootHuman(creature); Task ShootCreature = new shootCreature(creature); Task petDog = new petDog(creature); Task takeDog = new takeDog(creature); taskList.Add(Human); taskList.Add(NoDog); taskList.Add(walkAround); taskList.Add(ShootAir); Sequence SpareTheHuman = new Sequence(taskList); taskList = new List <Task>(); taskList.Add(NotHuman); taskList.Add(NoDog); taskList.Add(saveHuman); taskList.Add(ShootCreature); Sequence SaveTheHuman = new Sequence(taskList); taskList = new List <Task>(); taskList.Add(Dog); taskList.Add(Human); taskList.Add(ShootHuman); taskList.Add(petDog); taskList.Add(takeDog); Sequence SaveTheDog = new Sequence(taskList); taskList = new List <Task>(); taskList.Add(Dog); taskList.Add(NotHuman); taskList.Add(ShootCreature); taskList.Add(petDog); taskList.Add(takeDog); Sequence SaveTheDogFromMonster = new Sequence(taskList); taskList = new List <Task>(); taskList.Add(SaveTheDog); taskList.Add(SpareTheHuman); taskList.Add(SaveTheHuman); taskList.Add(SaveTheDogFromMonster); Selector selector = new Selector(taskList); return(selector); }