protected override void Awake() { myAgent = GetComponent <GoapAgent>(); myAgent.WorldStateChecks.Add(CheckWorldState); RequiredStates.Add(new GoapState("Has Patrol Node", true)); SatisfiesStates.Add(new GoapState("At Patrol Node", true)); }
protected override void Awake() { myAgent = GetComponent <GoapAgent>(); myAgent.WorldStateChecks.Add(CheckWorldState); RequiredStates.Add(new GoapState("Looking At Player", true)); SatisfiesStates.Add(new GoapState("Aimed At Player", true)); MyWeapon = GetComponent <GoapAI>().MyGun; }
protected override void Awake() { myAgent = GetComponent <GoapAgent>(); MyWeapon = GetComponent <GoapAI>().MyGun; RequiredStates.Add(new GoapState("Aimed At Player", true)); SatisfiesStates.Add(new GoapState("Shoot At Player", true)); }
public string ToLongString() { string quest = "QUEST " + id + ": " + Owner.Character.characterData.characterName + " needs someone to complete:"; quest += RequiredStates.ToString(); if (ProvidedStates != null && ProvidedStates.Count > 0) { quest += " \nIf necessary, he can provide:"; quest += ProvidedStates.ToString(); quest += "\n and will pay you handsomly."; } quest += "\nand will pay you handsomely."; return(quest); }
public override string ToString() { return("ID " + id + ": " + RequiredStates.ToString()); }