private void Awake() { // Get hold of the agents NavMeshAgent agent = this.gameObject.GetComponent <NavMeshAgent>(); // Check if there are any preConditions in the Inspector // and add to the dictionary if (preConditions != null) { foreach (WorldState w in preConditions) { // Add each item to our Dictionary preconditions.Add(w.key, w.value); } } // Check if there are any afterEffects in the Inspector // and add to the dictionary if (afterEffects != null) { foreach (WorldState w in afterEffects) { // Add each item to our Dictionary effects.Add(w.key, w.value); } } // Populate our inventory inventory = this.GetComponent <GAgent>().inventory; // Get our agents beliefs beliefs = this.GetComponent <GAgent>().beliefs; }
private void Awake() { // Get hold of the agents NavMeshAgent agent = this.gameObject.GetComponent <NavMeshAgent>(); // Check validity of preConditions if (preConditions != null) { foreach (WorldState w in preConditions) { // Add each item to our Dictionary preconditions.Add(w.key, w.value); } } // Check validity of afterEffects if (afterEffects != null) { foreach (WorldState w in afterEffects) { // Add each item to our Dictionary effects.Add(w.key, w.value); } } inventory = this.GetComponent <GAgent>().inventory; agentBeliefs = this.GetComponent <GAgent>().beliefs; }
public void Awake() { agent = this.gameObject.GetComponent <NavMeshAgent>(); if (worldPreConditions != null) { foreach (WorldState w in worldPreConditions) { preConditions.Add(w.key, w.value); } } if (worldAfterEffects != null) { foreach (WorldState w in worldAfterEffects) { effects.Add(w.key, w.value); } } inventory = this.GetComponent <GAgent>().inventory; beliefs = this.GetComponent <GAgent>().beliefs; }
public void Awake() { //Initialize Agent = this.gameObject.GetComponent <NavMeshAgent>(); //Find Alternative for Scriptable Object Class Inventory = this.GetComponent <GAgent>().Inventory; Beliefs = this.GetComponent <GAgent>().Beliefs; if (PreConditions != null) { foreach (WorldState w in PreConditions) { Preconditions.Add(w.Key, w.Value); } } if (AfterEffects != null) { foreach (WorldState w in AfterEffects) { Effects.Add(w.Key, w.Value); } } }
public void Awake() { agent = gameObject.GetComponent <NavMeshAgent>(); agentBeliefs = GetComponent <GAgent>().beliefs; actionName = this.GetType().Name; inventory = GetComponent <GAgent>().Inventory; if (preConditions != null) { foreach (WorldState condition in preConditions) { preconditions.Add(condition.key, condition.value); } } if (postConditions != null) { foreach (WorldState condition in postConditions) { effects.Add(condition.key, condition.value); } } }
//Runs when an instance of Action is created public void Awake() { agent = this.gameObject.GetComponent <NavMeshAgent>(); //Connects "agent" with the actual navmeshAgent component if (preConditions != null) //If there ARE preconditions (set in the Unity interface) { foreach (WorldState w in preConditions) //Iterate through the preConditions and { preconditions.Add(w.Key, w.value); //Add the WORLD STATE preconditions to the preconditions of this action } } if (afterEffects != null) //Do the same for the after effects { foreach (WorldState w in afterEffects) { effects.Add(w.Key, w.value); } } inventory = this.GetComponent <GAgent>().inventory; //Establish the inventory of the attached agent beliefs = this.GetComponent <GAgent>().beliefs; //And their beliefs }
public void CreateNotNullInventor() { inventory = new GInventory(); Assert.IsNotNull(inventory); }
public void SetupTests() { inventory = new GInventory(); }