void Update()
 {
     int[] currInventory = playerScript.GetInventory();
     for (int i = 1; i < 8; i++)
     {
         // The first getchild gets the row, the second gets the column of the state table.
         Text inv = transform.GetChild(i).GetChild(1).gameObject.GetComponent <Text>();
         Text car = transform.GetChild(i).GetChild(2).gameObject.GetComponent <Text>();
         inv.text = "" + currInventory[i - 1];
         car.text = "" + caravanScript.getSpiceCount(i - 1);
     }
 }
Esempio n. 2
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    // Method to find the first unfulfilled goal and create a plan based on this with the help of the Graph.cs class
    private void MakePlan()
    {
        for (int i = 0; i < 7; i++)
        {
            if (caravan.getSpiceCount(i) >= goals[i][i]) // Goal fulfilled so we skip it
            {
                continue;
            }

            // Create graph with the found unfulfilled goal as the goal, and with the current world state
            Graph graph = new Graph(allActions, player.GetInventory(), caravan.GetAllSpiceCounts(), goals[i]);
            plan = new Queue<AbstractAction>(graph.FindPlan());
            return; // Plan has been constructed so we exit the mehtod
        }
        planDisplay.GetComponent<Plan>().DisplayMessage("All Goals Completed");
    }