public Loot_Goal(GameObject owner, Planner_Goap planner) : base(owner, planner) { GoalWorldstates.Add(WorldStateSymbol.HasItem, true); //baseValue = persona.personalityModifer[Personality.GREED] * 0.33f; //var s = 1; }
public KillEnemy_Goal(GameObject owner, Planner_Goap planner) : base(owner, planner) { GoalWorldstates.Add(WorldStateSymbol.EnemyDead, true); }
public Explore_Goal(GameObject owner, Planner_Goap planner) : base(owner, planner) { GoalWorldstates.Add(WorldStateSymbol.RoomExplored, true); }
public Win_Goal(GameObject owner, Planner_Goap planner) : base(owner, planner) { GoalWorldstates.Add(WorldStateSymbol.CanWin, true); }
public Progress_Goal(GameObject owner, Planner_Goap planner) : base(owner, planner) { GoalWorldstates.Add(WorldStateSymbol.Progress, true); }
public Heal_Goal(GameObject owner, Planner_Goap planner) : base(owner, planner) { GoalWorldstates.Add(WorldStateSymbol.IsHealed, true); healthScale = owner.GetComponent <Player>().MaxHealth; }