public void MoveToPasture(PastureSim pasture) { _pasture = pasture; _currentTask = new MoveToPositionTask(pasture.GetRandomFreeSpace()); _currentBehavior = null; _inPasture = true; }
public PastureWindow(PastureSim pasture, Vector2 position) : base("Animal Pasture", true) { List<string> options = new List<string>(); _pasture = pasture; options.Add("Pig"); options.Add("Cattle"); options.Add("Sheep"); Position = position; Dimention = new Vector2(400, 200); _animalSelection = new DropDown(new Vector2(195, 30), options, "None"); AddGuiComponent(_animalSelection); AddGuiComponent(new Label("Animal:", new Vector2(20, 37))); //Components.Add(new SquareDropdown(new Vector2(10, 30), options, "None")); }
public void AddPastureSim(PastureSim pasture) { _pastureSims.Add(pasture); }
public void PutInPasture(PastureSim pasture) { Pasture = pasture; ((AnimalAi)_ai).MoveToPasture(pasture); }
public CollectFoodFromPastureTask(PastureSim pasture, WorldObject foodItem) { Pasture = pasture; FoodItem = foodItem; TaskType = TaskType.CollectFoodFromPasture; }
public void SetActionPasture(PastureSim sim) { _pastureSim = sim; }
public WorkAtPastureTask(PastureSim sim) { PastureSim = sim; TaskType = Tasks.TaskType.WorkAtPasture; }