public override TaskStatus OnUpdate() { ANITAs_BLACKBOARD blackboard = gameObject.GetComponent <ANITAs_BLACKBOARD>(); if (blackboard == null) { return(TaskStatus.FAILED); } else { if (item == "APPLE") { blackboard.IncreaseApplesAmount(amount); } else if (item == "PEACH") { blackboard.IncreasePeachesAmount(amount); } else { return(TaskStatus.FAILED); } return(TaskStatus.COMPLETED); } }
public override TaskStatus OnUpdate() { ANITAs_BLACKBOARD blackboard = gameObject.GetComponent <ANITAs_BLACKBOARD>(); if (blackboard == null) { Debug.Log("no blackboard attached in Sell"); return(TaskStatus.FAILED); } else { if (blackboard.Sell(item)) { return(TaskStatus.COMPLETED); } else { return(TaskStatus.FAILED); } } }
// only relevant method for conditions. Perform a check and return the result public override bool Check() { ANITAs_BLACKBOARD blackboard = gameObject.GetComponent <ANITAs_BLACKBOARD>(); if (blackboard == null) { Debug.Log("No blackboard attached in CheckExistences. Failing"); return(false); } else { if (checkStorage) { return(blackboard.CheckStorage(item)); } else { return(blackboard.CheckExistences(item)); } } }
public bool checkExistances; // para evitar el bug del sistema solo tendremos una funcion public override bool Check() { ANITAs_BLACKBOARD _blackBoard = this.gameObject.GetComponent <ANITAs_BLACKBOARD>(); if (ReferenceEquals(_blackBoard, null)) { Debug.LogError("No blackboardFound"); return(false); } else { if (checkExistances) { return(_blackBoard.CheckExistences(item)); } else { return(_blackBoard.CheckStorage(item)); } } //throw new System.NotImplementedException(); }