public override void ApplyActionEffects(WorldModel worldModel) { base.ApplyActionEffects(worldModel); var arrows = (int)worldModel.GetProperty(Properties.ARROWS); worldModel.SetProperty(Properties.ARROWS, arrows + 10); //disables the target object so that it can't be reused again worldModel.SetProperty(this.Target.name, false); }
public override void ApplyActionEffects(WorldModel worldModel) { base.ApplyActionEffects(worldModel); var grich = worldModel.GetGoalValue(AutonomousCharacter.GET_RICH_GOAL); worldModel.SetGoalValue(AutonomousCharacter.REST_GOAL, grich - 5.0f); var money = (int)worldModel.GetProperty(Properties.MONEY); worldModel.SetProperty(Properties.MONEY, money + 5); //disables the target object so that it can't be reused again worldModel.SetProperty(this.Target.name, false); }
public override void ApplyActionEffects(WorldModel worldModel) { base.ApplyActionEffects(worldModel); var eatValue = worldModel.GetGoalValue(AutonomousCharacter.EAT_GOAL); worldModel.SetGoalValue(AutonomousCharacter.EAT_GOAL, eatValue - 2.0f); var hunger = (float)worldModel.GetProperty(Properties.HUNGER); worldModel.SetProperty(Properties.HUNGER, hunger - 2.0f); var arrows = (int)worldModel.GetProperty(Properties.ARROWS); worldModel.SetProperty(Properties.ARROWS, arrows - 1); //disables the target object so that it can't be reused again worldModel.SetProperty(this.Target.name, false); }
public override void ApplyActionEffects(WorldModel worldModel) { base.ApplyActionEffects(worldModel); var restValue = worldModel.GetGoalValue(AutonomousCharacter.REST_GOAL); worldModel.SetGoalValue(AutonomousCharacter.REST_GOAL, restValue - 0.1f); var energy = (float)worldModel.GetProperty(Properties.ENERGY); worldModel.SetProperty(Properties.ENERGY, energy + 0.1f); var eatValue = worldModel.GetGoalValue(AutonomousCharacter.EAT_GOAL); worldModel.SetGoalValue(AutonomousCharacter.EAT_GOAL, restValue + 0.1f); var hunger = (float)worldModel.GetProperty(Properties.HUNGER); worldModel.SetProperty(Properties.ENERGY, hunger + 0.1f); }
public override void ApplyActionEffects(WorldModel worldModel) { base.ApplyActionEffects(worldModel); var restValue = worldModel.GetGoalValue(AutonomousCharacter.REST_GOAL); worldModel.SetGoalValue(AutonomousCharacter.REST_GOAL,restValue-1.0f); var energy = (float)worldModel.GetProperty(Properties.ENERGY); worldModel.SetProperty(Properties.ENERGY, energy + 1.0f); }
public override void ApplyActionEffects(WorldModel worldModel) { var duration = this.GetDuration(worldModel); var energyChange = duration * 0.01f; var hungerChange = duration * 0.1f; var restValue = worldModel.GetGoalValue(AutonomousCharacter.REST_GOAL); worldModel.SetGoalValue(AutonomousCharacter.REST_GOAL, restValue + energyChange); var energy = (float)worldModel.GetProperty(Properties.ENERGY); worldModel.SetProperty(Properties.ENERGY, energy - energyChange); var eatGoalValue = worldModel.GetGoalValue(AutonomousCharacter.EAT_GOAL); worldModel.SetGoalValue(AutonomousCharacter.EAT_GOAL, eatGoalValue + hungerChange); var hunger = (float)worldModel.GetProperty(Properties.HUNGER); worldModel.SetProperty(Properties.HUNGER, hunger + hungerChange); worldModel.SetProperty(Properties.POSITION, Target.transform.position); }
public override void ApplyActionEffects(WorldModel worldModel) { base.ApplyActionEffects(worldModel); var eatValue = worldModel.GetGoalValue(AutonomousCharacter.EAT_GOAL); worldModel.SetGoalValue(AutonomousCharacter.EAT_GOAL,eatValue-2.0f); var restValue = worldModel.GetGoalValue(AutonomousCharacter.REST_GOAL); worldModel.SetGoalValue(AutonomousCharacter.REST_GOAL,restValue+0.5f); var surviveValue = worldModel.GetGoalValue(AutonomousCharacter.SURVIVE_GOAL); worldModel.SetGoalValue(AutonomousCharacter.SURVIVE_GOAL,surviveValue+2.0f); var hp = (int)worldModel.GetProperty(Properties.HP); worldModel.SetProperty(Properties.HP,hp-2); var energy = (float)worldModel.GetProperty(Properties.ENERGY); worldModel.SetProperty(Properties.ENERGY,energy-0.5f); var hunger = (float)worldModel.GetProperty(Properties.HUNGER); worldModel.SetProperty(Properties.HUNGER,hunger-2.0f); //disables the target object so that it can't be reused again worldModel.SetProperty(this.Target.name,false); }