void Update() { if ((((showPlan == true && transform.childCount == 3) || (showPlan == false && transform.childCount == 2)) && plan.Count == 1)) { //blackBoard.GetTaskTree(clan).RemoveNode(this); plan[0] = blackBoard.GetActionForAgent(clan, this); //returns "IdleAction" if no actions are possible if (showPlan == true) { StartCoroutine(((PlanGUI)gameObject.transform.FindChild("PlanGUI").GetComponent("PlanGUI")).FadeTo(0.0f, 1.0f)); //fades the gui out StartCoroutine(((PlanGUI)gameObject.transform.FindChild("PlanGUI").GetComponent("PlanGUI")).FadeTo(1.0f, 1.0f)); // fades the gui in } //blackBoard.GetTaskTree(clan).PrintTree(); AddSubsystem(); } else if (transform.childCount == 2 && plan.Count > 1) { //ta bort som ägare till noden? och gör resten av planen if (showPlan == true) { StartCoroutine(((PlanGUI)gameObject.transform.FindChild("PlanGUI").GetComponent("PlanGUI")).FadeTo(0.0f, 1.0f)); //fades the gui out StartCoroutine(((PlanGUI)gameObject.transform.FindChild("PlanGUI").GetComponent("PlanGUI")).FadeTo(1.0f, 1.0f)); // fades the gui in } plan.RemoveAt(0); AddSubsystem(); } Collectskill = skillArray["collectSkillpoints"]; Buildskill = skillArray["buildSkillpoints"]; }