// Returns the Method in this Task that fulfills the preconditions in the worldstate, if any public Method FindSatisfiedMethod(WorldState ws) { foreach (Method method in methods) { if (EnemyAgentPlanner.MethodConditionMet(method, ws)) // only true if a method satisfies the preconditions in the worldstate { return(method); } } return(null); }
// Use this for initialization void Start() { agent = GetComponent <NavMeshAgent>(); itemsRemaining = gameMgr.items; hidingSpots = new GameObject[12]; for (int i = 0; i < gameMgr.alcoves.Length; i++) // add all the alcoves to the hidingSpots { hidingSpots[i] = gameMgr.alcoves[i]; } hidingSpots[10] = gameMgr.spawner.leftSpot; hidingSpots[11] = gameMgr.spawner.rightSpot; planner = GetComponent <EnemyAgentPlanner>(); numTeleportTraps = 2; }