Esempio n. 1
0
        protected override void OnExecute()
        {
            if (gameObject.value == null)
            {
                Debug.LogError("You did not assign any object!");
                return;
            }

            iObject = gameObject.value.GetComponent <InteractiveObjectBT>();
            if (iObject == null)
            {
                Debug.LogError("Agent can only interact with objects with behaviour trees: " + gameObject.value.name);
                return;
            }

            if (disablePushing)
            {
                radius = agent.GetComponent <UnityEngine.AI.NavMeshAgent>().radius;
                agent.GetComponent <UnityEngine.AI.NavMeshAgent>().radius = 0;
            }

            // start the coroutine
            StartCoroutine(iObject.InteractWithObject(agent.gameObject, null, action.value, forceTransform, animationState, Finish));

            base.OnExecute();
        }
Esempio n. 2
0
        protected override bool Success()
        {
            if (!startInteraction)
            {
                return(true);
            }

            if (disablePushing)
            {
                radius = agent.GetComponent <UnityEngine.AI.NavMeshAgent>().radius;
                agent.GetComponent <UnityEngine.AI.NavMeshAgent>().radius = 0;
            }

            // start the coroutine
            StartCoroutine(iObject.InteractWithObject(agent.gameObject, this.currentTarget, action.value, forcePosition, animationState, Finish));

            return(false);
        }