public override bool checkProceduralPrecondition(GameObject agent) { CandyGiverComponent[] GenerousPeople = (CandyGiverComponent[]) UnityEngine.GameObject.FindObjectsOfType ( typeof(CandyGiverComponent)); CandyGiverComponent closest = null; float closestDist = 0; foreach (CandyGiverComponent giver in GenerousPeople) { if (!giver.KidsIGaveCandiesToAlready.Contains(this.gameObject.GetComponent<CandyCollector>())){ if (closest == null) { // first one, so choose it for now closest = giver; closestDist = (giver.gameObject.transform.position - agent.transform.position).magnitude; } else { // is this one closer than the last? float dist = (giver.gameObject.transform.position - agent.transform.position).magnitude; if (dist < closestDist) { // we found a closer one, use it closest = giver; closestDist = dist; } } }} if (closest == null) return false; targetCandyGiver = closest; targetCandyGiver.KidsIGaveCandiesToAlready.Add(this.gameObject.GetComponent<CandyCollector>()); target = targetCandyGiver.gameObject; return closest != null; }
public override void reset() { givenCandy = false; targetCandyGiver = null; startTime = 0; }