using UnityEngine; public class Charge : AI_Action { public GameObject m_Resource; public override bool PrePerform() { m_Resource = AI_World.Instance.RemoveCharger(); if (m_Resource == null) { return false; // No charger available } inventory.AddItem(m_Resource); target = m_Resource; return true; } public override bool PostPerform() { agentWorldStates.RemoveState("Depleted"); AI_World.Instance.AddCharger(m_Resource); m_Resource = null; // Clear the resource after use return true; } }