public void TestBool() { var c1 = new ConditionBool(true, true, false); var c2 = new ConditionBool(false, true, true); var c3 = new ConditionBool(true, true, true); var c4 = new ConditionBool(null, false, null, true); var funcTable = new FuncTableBool(); funcTable[c1] = delegate() { Debug.Log(c1); }; funcTable[c2] = delegate() { Debug.Log(c2); }; funcTable[c3] = delegate() { Debug.Log(c3); }; funcTable[c4] = delegate() { Debug.Log(c4); }; Debug.Log("Test exact objects ---- >"); funcTable[c1](); funcTable[c2](); funcTable[c3](); funcTable[c4](); Debug.Log("Test ephemeral indices ---- >"); funcTable[new ConditionBool(true, true, false)](); funcTable[new ConditionBool(false, true, true)](); funcTable[new ConditionBool(true, true, true)](); funcTable[new ConditionBool(null, false, null, true)](); }
public override void Awake() { base.Awake(); //go to start when called by user ConditionBool cb = new ConditionBool(); cb.valueCondition = agent; cb.valueTest = false; State st = GetComponent <NextPointState>(); Transition transition = new Transition(); transition.condition = cb; transition.target = st; transitions.Add(transition); }
public override void Awake() { targetAux = new GameObject(); targetAux.transform.position = transform.position; timer = Random.Range(0.0f, wanderTime / 2); base.Awake(); //go to start when called by user ConditionBool cb = new ConditionBool(); cb.valueCondition = agent; cb.valueTest = true; State st = GetComponent <ArriveState>(); Transition transition = new Transition(); transition.condition = cb; transition.target = st; transitions.Add(transition); }
public Action this[ConditionBool c] { get { Action val; if (!conditionDict.TryGetValue(c, out val)) { if (DefaultAction != null) { return(DefaultAction); } else { return delegate() { Debug.Log("Unimplemented combination: " + c); } }; } return(conditionDict[c]); } set { conditionDict[c] = value; } } }