protected override void Awake() { myAgent = GetComponent <GoapAgent>(); myAgent.WorldStateChecks.Add(CheckWorldState); SatisfiesStates.Add(new GoapState("Has Patrol Node", true)); myGoTo = GetComponent <GoToPatrolNodeAction>(); }
protected override void Awake() { myAgent = GetComponent <GoapAgent>(); MyWeapon = GetComponent <GoapAI>().MyGun; RequiredStates.Add(new GoapState("Aimed At Player", true)); SatisfiesStates.Add(new GoapState("Shoot At Player", true)); }
protected override void Awake() { myAgent = GetComponent <GoapAgent>(); myAgent.WorldStateChecks.Add(CheckWorldState); RequiredStates.Add(new GoapState("Looking At Player", true)); SatisfiesStates.Add(new GoapState("Aimed At Player", true)); MyWeapon = GetComponent <GoapAI>().MyGun; }
protected override void Awake() { myAgent = GetComponent <GoapAgent>(); myAgent.WorldStateChecks.Add(CheckWorldState); MyWeapon = GetComponent <GoapAI>().MyGun; //RequiredStates.Add(new GoapState("In Weapon Range", true)); SatisfiesStates.Add(new GoapState("In Weapon Range", true)); }