protected override bool Begin(IStateMachine <AIAttributes, object> stateMachine)
        {
            item = (IGrabbableItem)Agent.Memory.Get(AIAttributes.HeldItem);
            if (item == null)
            {
                return(false);
            }

            if (!(item is ResourceBase resource))
            {
                return(false);
            }
            building = GetCraftingPad(resource);

            if (building == null || !(building is ICraftingStation s))
            {
                return(false);
            }
            station = s;

            var moveState = new MoveState(Agent, movement, building.Transform);

            stateMachine.Enqueue(moveState);
            stateMachine.OnComplete += OnTargetReached;

            return(true);
        }
        protected override bool Begin(IStateMachine <AIAttributes, object> stateMachine)
        {
            var deposit = (GatherableDeposit)Agent.Memory.Get(AIAttributes.DepositToGather);

            if (deposit == null)
            {
                return(false);
            }

            this.stateMachine = stateMachine;

            var moveState   = new MoveState(Agent, movement, deposit.transform);
            var gatherState = new GatherState(Agent, gatherer);

            gatherState.SetTarget(deposit);

            stateMachine.Enqueue(moveState);
            stateMachine.Enqueue(gatherState);
            stateMachine.OnComplete += OnComplete;

            return(true);
        }
예제 #3
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        protected override bool Begin(IStateMachine <AIAttributes, object> stateMachine)
        {
            pad = (CraftingPad)Agent.Memory.Get(AIAttributes.TargetBuilding);
            if (pad == null || !(pad is BuildingBase b))
            {
                return(false);
            }
            building = b;

            var moveState = new MoveState(Agent, movement, building.Transform);

            stateMachine.Enqueue(moveState);
            stateMachine.OnComplete += OnTargetReached;

            return(true);
        }
예제 #4
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        protected override bool Begin(IStateMachine <AIAttributes, object> stateMachine)
        {
            item = (IGrabbableItem)Agent.Memory.Get(AIAttributes.ItemToGather);
            if (item == null)
            {
                return(false);
            }

            isGathering = false;

            moveState = new MoveState(Agent, movement, item.Transform);
            stateMachine.Enqueue(moveState);
            stateMachine.OnComplete += OnTargetReached;

            return(true);
        }
예제 #5
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        protected override bool Begin(IStateMachine <AIAttributes, object> stateMachine)
        {
            item = (IGrabbableItem)Agent.Memory.Get(AIAttributes.HeldItem);
            if (item == null)
            {
                return(false);
            }

            var type = BuildingTypes.None;

            if (item is ResourceBase)
            {
                type = BuildingTypes.ResourceDepot;
            }
            if (type == BuildingTypes.None)
            {
                return(false);
            }

            var buildingSensor = Agent.Sensors.Get <BuildingSensor>();

            if (buildingSensor == null)
            {
                return(false);
            }

            building = buildingSensor.FindClosestBuilding(type, Agent.Owner.transform.position);
            if (building == null || !(building is IStorage s))
            {
                return(false);
            }
            storage = s;

            var target    = building.pathingPoint == null ? building.Transform : building.pathingPoint;
            var moveState = new MoveState(Agent, movement, target);

            stateMachine.Enqueue(moveState);
            stateMachine.OnComplete += OnTargetReached;

            return(true);
        }