public override bool checkProceduralPrecondition(GameObject agent) { // find the nearest chopping block that we can chop our wood at CandyCollector[] Damnkids = (CandyCollector[]) UnityEngine.GameObject.FindObjectsOfType ( typeof(CandyCollector) ); CandyCollector closest = null; float closestDist = 0; foreach (CandyCollector evilChild in Damnkids) { if (!evilChild.GetComponent<CandyBag>().Spanked){ if (closest == null) { // first one, so choose it for now if (evilChild != this) closest = evilChild; closestDist = (evilChild.gameObject.transform.position - agent.transform.position).magnitude; } else { // is this one closer than the last? float dist = (evilChild.gameObject.transform.position - agent.transform.position).magnitude; if (dist < closestDist) { // we found a closer one, use it closest = evilChild; closestDist = dist; } } }} if (closest == null) return false; targetKid = closest; //targetCandyGiver.KidsIGaveCandiesToAlready.Add(this.gameObject.GetComponent<CandyCollector>()); target = targetKid.gameObject; return closest != null; }
public override void reset() { takenCandy = false; targetKid = null; startTime = 0; }