// Use this for initialization void Start() { TreeBrains = GetComponent <UAI_Agent> (); TreeBrains.SetVoidActionDelegate("Heal", Heal); TreeBrains.SetVoidActionDelegate("InfluencePlants", InfluencePlants); TreeBrains.SetVoidActionDelegate("SpawnCritters", SpawnCritters); LandScript = GameObject.Find("Terrain_0_0-20181102-101609").GetComponent <Land> (); }
void Start() { _UAIagent = GetComponent <UAI_Agent> (); _navAgent = GetComponent <NavMeshAgent> (); _UAIagent.SetVoidActionDelegate("Eating", Eating); _UAIagent.SetVoidActionDelegate("Urinate", Urinate); _UAIagent.SetVoidActionDelegate("Playing", Playing); }
void Start() { agent = GetComponent <UAI_Agent> (); preDestination = transform.position; //add function delegate to action agent.SetVoidActionDelegate("Sleep", Sleep); agent.SetVoidActionDelegate("Shower", Shower); agent.SetVoidActionDelegate("Eat at Restaurant", EatAtRestaurant); agent.SetVoidActionDelegate("Eat at Home", EatAtHome); agent.SetVoidActionDelegate("Watch Movie", WatchMovie); agent.SetVoidActionDelegate("Get Groceries", GetGroceries); agent.SetVoidActionDelegate("Drink Coffee", DrinkCoffee); agent.SetVoidActionDelegate("Work", Work); agent.SetVoidActionDelegate("Work at Home", WorkAtHome); }
public void SetAgent(UAI_Agent p_agent) { agent = p_agent; SetAgentUI(); }
public void DisplayAgent(UAI_Agent agent, bool selected) { for (int i = 0; i < actionElements.Count; i++) { Destroy(actionElements[i]); } for (int i = 0; i < considerationElements.Count; i++) { Destroy(considerationElements[i]); } for (int i = 0; i < propertyElements.Count; i++) { Destroy(propertyElements[i]); } actionElements.Clear(); considerationElements.Clear(); agentProperties.Clear(); propertyElements.Clear(); propertyConsiderationsPanel.SetActive(false); actionConsiderationsPanel.SetActive(false); selectedAction = null; selectedProperty = null; selectedActionConsideration = null; selectedPropertyConsideration = null; //deselect other agents if (!selected) { if (displayedAgent != null) { for (int i = 0; i < agentElements.Count; i++) { if (agentElements [i].GetComponent <OverlayUIAgentElement> ().GetAgent() == displayedAgent) { agentElements [i].GetComponent <OverlayUIAgentElement> ().Select(); break; } } } displayedAgent = agent; displayingAgent = true; for (int i = 0; i < agent.GetComponentsInChildren <UAI_Property>().Length; i++) { agentProperties.Add(agent.GetComponentsInChildren <UAI_Property> () [i]); } for (int i = 0; i < agentProperties.Count; i++) { GameObject tempProp; if (agentProperties [i].modifiable) { tempProp = Instantiate(ModifiablePropertyElement, new Vector3(propertyContent.transform.position.x, considerationContent.transform.position.y + propertyElements.Count * -27, considerationContent.transform.position.z), Quaternion.identity) as GameObject; } else { tempProp = Instantiate(PropertyElement, new Vector3(propertyContent.transform.position.x, considerationContent.transform.position.y + propertyElements.Count * -27, considerationContent.transform.position.z), Quaternion.identity) as GameObject; } tempProp.transform.SetParent(propertyContent.transform); tempProp.GetComponent <OverlayUIPropertyElement> ().SetProperty(agentProperties [i]); propertyElements.Add(tempProp); } propertyContent.GetComponent <RectTransform>().sizeDelta = new Vector2(200, propertyElements.Count * 27); for (int i = 0; i < agent.linkedActions.Count; i++) { //populate UI actions GameObject tempAct = Instantiate(actionElement, new Vector3(actionContent.transform.position.x + 100, actionContent.transform.position.y + actionElements.Count * -27, actionContent.transform.position.z), Quaternion.identity) as GameObject; tempAct.transform.SetParent(actionContent.transform); tempAct.GetComponent <OverlayUIActionElement> ().SetAction(agent.linkedActions[i].action); actionElements.Add(tempAct); } actionContent.GetComponent <RectTransform>().sizeDelta = new Vector2(200, actionElements.Count * 27); } else { displayingAgent = false; displayedAgent = null; } }