public override bool checkProceduralPrecondition(GameObject agent) { // find the nearest tree that we can mine BushEntity[] bushes = FindObjectsOfType(typeof(BushEntity)) as BushEntity[]; BushEntity closest = null; float closestDist = 0; foreach (BushEntity bush in bushes) { if (bush.food > 0) { if (closest == null) { // first one, so choose it for now closest = bush; closestDist = (bush.gameObject.transform.position - agent.transform.position).magnitude; } else { // is this one closer than the last? float dist = (bush.gameObject.transform.position - agent.transform.position).magnitude; if (dist < closestDist) { // we found a closer one, use it closest = bush; closestDist = dist; } } } } targetBush = closest; target = targetBush.gameObject; return(closest != null); }
public override bool checkProceduralPrecondition(GameObject agent) { Collector collector = (Collector)agent.GetComponent(typeof(Collector)); targetBush = collector.actualBush; if (targetBush != null) { target = targetBush.gameObject; } return(targetBush != null); }
public override bool checkProceduralPrecondition(GameObject agent) { // Find bush float localRadius = (numTry / 2) + radius; numTry++; Collider2D[] colliders = Physics2D.OverlapCircleAll(agent.transform.position, localRadius); Collider2D closestCollider = null; float closestDist = 0; if (colliders == null) { return(false); } foreach (Collider2D hit in colliders) { if (hit.tag != "Bush") { continue; } BushEntity bush = (BushEntity)hit.gameObject.GetComponent(typeof(BushEntity)); if (bush.empty || bush.viewed) { continue; } if (closestCollider == null) { closestCollider = hit; closestDist = (closestCollider.gameObject.transform.position - agent.transform.position).magnitude; } else { float dist = (hit.gameObject.transform.position - agent.transform.position).magnitude; if (dist < closestDist) { // we found a closer one, use it closestCollider = hit; closestDist = dist; } } Debug.DrawLine(closestCollider.gameObject.transform.position, agent.transform.position, Color.red, 3, false); } bool isClosest = closestCollider != null; if (isClosest) { targetBush = (BushEntity)closestCollider.gameObject.GetComponent(typeof(BushEntity)); target = targetBush.gameObject; numTry = 1; } // Bush too far if (numTry > 10) { // Evolution process Collector collector = (Collector)agent.GetComponent(typeof(Collector)); if (collector.center.needCarriers()) { collector.instanciateSuccessor("Carrier"); return(false); } if (collector.center.needHunters()) { collector.instanciateSuccessor("Hunter"); return(false); } if (collector.center.needFishers()) { collector.instanciateSuccessor("Fisher"); return(false); } collector.instanciateSuccessor("Farmer"); return(false); } return(isClosest); }
public override void reset() { analyzed = false; targetBush = null; startTime = 0; }
public override void reset() { collected = false; targetBush = null; startTime = 0; }