public void OnEnterBuilding(InteractableStructure building) { lastBuildingEntered = building; switch (goal) { case Goals.LOOT: movement.AddTargets(building.lootingWaypoints); break; case Goals.HUNT: movement.AddTargets(building.lootingWaypoints); break; case Goals.STALK: positionOptions.Clear(); positionOptions.AddRange(building.attackCoverWaypoints); FindPlaceToStalk(); break; case Goals.ATTACK: break; case Goals.HIDE: positionOptions.Clear(); positionOptions.AddRange(building.defensiveCoverWaypoints); FindPlaceToHide(); break; case Goals.FLEE: break; } }
public void StructureReached(GameObject waypoint) { InteractableStructure building = waypoint.GetComponent <InteractableStructure>(); if (building != null && RemoveTarget(building.gameObject)) // it is a building && its on its list of buildings to travel to { ai.OnEnterBuilding(building); } }