void Awake() { mInventory = GetComponent <DwarfInventory>(); mStatus = GetComponent <DwarfStatus>(); mTaskQueue = new LinkedList <Task>(); mTasksBlackList = new List <int>(); }
public virtual void Perform(DwarfInventory inventory, System.Action onFinish) { mDwarfInventory = inventory; mDwarfStatus = inventory.GetComponent <DwarfStatus>(); mDwarfBehaviour = inventory.GetComponent <DwarfBehaviour>(); mOnFinishCallback = onFinish; }
public override void Perform(DwarfInventory inventory, System.Action onFinish) { base.Perform(inventory, onFinish); this.hardness = 2f; inventory.StartCoroutine(FinishPerform()); }
public override void Perform(DwarfInventory inventory, System.Action onFinish) { Item item = mGameItem.PickUp(); inventory.AddItem(item, 1); onFinish(); }
public override void Perform(DwarfInventory inventory, System.Action onFinish) { base.Perform(inventory, onFinish); mDwarfStatus.StartSleep(mBed); mBed.StartSleep(); mDwarfInventory.StartCoroutine(FinishPerform()); }
public override bool Check(DwarfInventory inventory) { if (target == null) { Cancel(); return(false); } return(true); }
public override bool Check(DwarfInventory inventory) { foreach (Building.Requirement req in building.requirements) { if (!inventory.CheckItem(req.item, req.amount)) { Cancel(); return(false); } } return(true); }
public virtual bool Check(DwarfInventory inventory) { return(false); }
public override void Perform(DwarfInventory inventory, System.Action onFinish) { onFinish(); }
public override bool Check(DwarfInventory inventory) { return(true); }
void Awake() { mBehaviour = GetComponent <DwarfBehaviour>(); mInventory = GetComponent <DwarfInventory>(); }