void Update() { #region StateConditions //first attempt to eat if (_timeScript.currentTime > 2200 || _timeScript.currentTime > 000 && _timeScript.currentTime < 500) { currentState = farmerStates.Sleeping; } if (_timeScript.currentTime > 501 && _timeScript.currentTime < 1900) { currentState = farmerStates.Farming; } if (_timeScript.currentTime > 1901 && _timeScript.currentTime < 2159) { if (hunger >= 50 && foodNum > 0) { currentState = farmerStates.Eating; } else if (hunger > 50 && foodNum <= 0) { currentState = farmerStates.BuyingFood; } } print("CS = " + currentState); #endregion #region State Actions if (currentState == farmerStates.Traversing) { _arrivalScript.ArrivalBehaviour(transform.position, currentTarget); } if (currentState == farmerStates.Eating) { } if (currentState == farmerStates.Farming) { tiredness += 0.025f; currentTarget = waypoints[fields].transform.position; _arrivalScript.ArrivalBehaviour(transform.position, currentTarget); } if (currentState == farmerStates.BuyingFood) { } if (currentState == farmerStates.Sleeping) { isSleeping = true; currentTarget = waypoints[bed].transform.position; _arrivalScript.ArrivalBehaviour(transform.position, currentTarget); tiredness = _basicFunctions.Sleep(tiredness, sleepStat); if (tiredness == 0) { isSleeping = false; currentState = farmerStates.Farming; } } #endregion }
void Update() { _arrivalScript.ArrivalBehaviour(transform.position, currentTarget); }