public void SetConfig(string item, string value) { ItemValue iv = new ItemValue(); iv.SetValue(this, item, value); // this -> Configurtaion 객체를 가르킴 }
protected override bool InnerIsFulfilled() { // set the position from where to check Vector3 position; if (positionValue == null) // if the positionValue is null then use the toy { position = tree.AttachedBrain.transform.position; } else { // If there was no position inside the value then return fals if (positionValue.TryGetValue(out position) == false) { return(false); } } // Get all colliders and look if any of them are Items. Get the closest one Collider[] colls = Physics.OverlapSphere(position, distanceToCheck); float closest = float.MaxValue; ItemInWorld bestItem = null; for (int i = 0; i < colls.Length; i++) { if (colls[i].TryGetComponent(out ItemInWorld item) == true) { float newDistance = (position - item.transform.position).sqrMagnitude; if (newDistance < closest) { bestItem = item; closest = newDistance; } } } // If no item was found return false if (bestItem == null) { return(false); } // Set the itemValue and return true itemValue.SetValue(bestItem); return(true); }
List <ItemValue> listConfig = new List <ItemValue>(); //itemvalue의 리스트형식 public void SetConfig(string item, string value) { ItemValue iv = new ItemValue(); iv.SetValue(this, item, value); }
public void SetConfig(string p_sItem, string p_sValue) { ItemValue iv = new ItemValue(); iv.SetValue(this, p_sItem, p_sValue); }