protected override bool ShouldSlowDown() { bool slowDown = false; if (GetCurrentState.Equals(AIState.Moving) || GetCurrentState.Equals(AIState.Crossing)) { slowDown = currentMovementState.Equals(MovementState.SlowDown); } return(slowDown); }
protected override bool ShouldSpeedUp() { bool speedUp = false; if (GetCurrentState.Equals(AIState.Moving) || GetCurrentState.Equals(AIState.Crossing)) { speedUp = currentMovementState.Equals(MovementState.SpeedUp); } return(speedUp); }
protected override bool ShouldStop() { // Si esta esperando en un crosswalk bool stop = false; if (GetCurrentState.Equals(AIState.WaitingAndAsking)) { stop = true; } else if (GetCurrentState.Equals(AIState.Waiting)) { stop = true; } return(stop); }