public Sleep(GOAPAgent agent, Game game, Thing thing, Movement movement, Villager villager, Needs needs) : base(agent, game) { _thing = thing; _movement = movement; _villager = villager; _needs = needs; Goal = GOAPGoal.Goal.IS_RESTED; Preconditions.Add(GOAPAction.Effect.IS_RESTED, false); Preconditions.Add(GOAPAction.Effect.HAS_THING, TypeOfThing.None); Effects.Add(GOAPAction.Effect.IS_RESTED, true); }
public LeaveVillage(GOAPAgent agent, Game game, Movement movement, Thing thing, Villager villager) : base(agent, game, movement) { _thing = thing; _villager = villager; _villageManager = MonoBehaviour.FindObjectOfType <VillageManager>(); }