Esempio n. 1
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    public Drop(Rigidbody p_dropRigid, Transform p_dropTrans, GameObject p_trash, Verhalten p_verhalten, ParentNode p_parent)
    {
        parent    = p_parent;
        verhalten = p_verhalten;

        dropRigid = p_dropRigid;
        dropTrans = p_dropTrans;

        trash = p_trash;



        trashlist = new List <GameObject>();
        trash1    = GameObject.Instantiate(trash);
        trash2    = GameObject.Instantiate(trash);
        trash3    = GameObject.Instantiate(trash);
        trashlist.Add(trash1);
        trashlist.Add(trash2);
        trashlist.Add(trash3);

        trashlist[0].SetActive(false);
        trashlist[1].SetActive(false);
        trashlist[2].SetActive(false);

        trashcount = 0;
        maxTime    = 10;

        parent.addChild(this);
        isActive = false;
    }
Esempio n. 2
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    public MyInterruptTask(ParentNode p_parent, Verhalten p_verhalten)
    {
        interrupts = new List <MyInterruptor>();

        parent    = p_parent;
        verhalten = p_verhalten;

        parent.addChild(this);
    }
Esempio n. 3
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    public MyInterruptor(Verhalten p_verhalten, ParentNode p_parent)
    {
        parent    = p_parent;
        verhalten = p_verhalten;

        parent.addChild(this);
        isInterrupted = false;
        isActive      = false;
    }
Esempio n. 4
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 public void BessertSich(Verhalten neuesVerhalten)
 {
     // Enum values are integers ranging from 0 and counting up
     // so if the new behaviour is less than the old one it's better
     // , because the enum values are ordered from good to not so great.
     if (Verhalten.CompareTo(neuesVerhalten) == -1)
     {
         Verhalten = neuesVerhalten;
     }
 }
Esempio n. 5
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    public CollectTrash(Rigidbody p_seekerRigidbody, Transform p_seekerTransform, Verhalten p_verhalten, ParentNode p_parent)
    {
        seekerRigidbody = p_seekerRigidbody;
        seekerTransform = p_seekerTransform;

        verhalten = p_verhalten;
        parent    = p_parent;

        parent.addChild(this);
        isActive       = false;
        trashCollected = false;
    }
Esempio n. 6
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    public Wander(Rigidbody p_wanderRigidbody, Transform p_wanderTransform, Verhalten p_verhalten, ParentNode p_parent)
    {
        wanderRigidbody = p_wanderRigidbody;
        wanderTransform = p_wanderTransform;

        parent    = p_parent;
        verhalten = p_verhalten;

        parent.addChild(this);

        isActive = false;
    }
Esempio n. 7
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    public Seek(Rigidbody p_seekerRigidbody, Transform p_seekerTransform, Transform p_targetTransform, Verhalten p_verhalten, ParentNode p_parent)
    {
        seekerRigidbody = p_seekerRigidbody;
        seekerTransform = p_seekerTransform;

        targetTransform = p_targetTransform;

        verhalten = p_verhalten;
        parent    = p_parent;

        parent.addChild(this);
        isActive = false;
    }
Esempio n. 8
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    public SaveWanderer(Rigidbody p_SeekerRigid, Transform p_SeekerTrans, Rigidbody p_TargetRigid, Transform p_TargetTrans, Vector3 p_saveSpot, Verhalten p_verhalten, ParentNode p_parent)
    {
        seekerRigid = p_SeekerRigid;
        seekerTrans = p_SeekerTrans;

        targetRigid = p_TargetRigid;
        targetTrans = p_TargetTrans;

        saveSpot = p_saveSpot;

        verhalten = p_verhalten;

        parent = p_parent;
        parent.addChild(this);

        isActive = false;
    }
Esempio n. 9
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        public Kind(string name, Verhalten verhalten, string[] wuensche = null)
        {
            Name      = name;
            Verhalten = verhalten;
            Wunschlos = true;
            Wuensche  = new string[3];
            index     = 0;

            if (wuensche == null)
            {
                return;
            }
            foreach (string w in wuensche)
            {
                WunschAnhaengen(w);
            }
        }