public void AddRequiredWorldState(WorldStateKey key, int value, IActionTarget target = null) { GOAP_Worldstate state = new GOAP_Worldstate(key, value, target); RequiredWorldstates.Add(state); }
public void AddRequiredWorldState(WorldStateKey key, bool value, IActionTarget target = null) { AddRequiredWorldState(key, value ? 1 : 0, target); }
protected void AddSatisfyWorldState(WorldStateKey key, int value, IActionTarget target = null) { GOAP_Worldstate state = new GOAP_Worldstate(key, value, target); SatisfyWorldstates.Add(state); }
protected void AddSatisfyWorldState(WorldStateKey key, bool value, IActionTarget target = null) { AddSatisfyWorldState(key, value ? 1 : 0, target); }
public void ChangeCurrentWorldState(WorldStateKey key, int value) { ChangeCurrentWorldState(new GOAP_Worldstate(key, value)); }
public void ChangeCurrentWorldState(WorldStateKey key, bool value) { ChangeCurrentWorldState(key, value ? 1 : 0); }