using UnityEngine; public class GetPatient : AI_Action { GameObject m_Resource; public override bool PrePerform() { target = AI_World.Instance.RemovePatient(); if(target == null) { return false; } m_Resource = AI_World.Instance.RemoveTreatmentBed(); if (m_Resource != null) { inventory.AddItem(m_Resource); } else { AI_World.Instance.AddPatient(target); target = null; return false; } return true; } public override bool PostPerform() { AI_World.Instance.GetWorld().ModifyState("Waiting", -1); if (target) { target.GetComponent().inventory.AddItem(m_Resource); } return true; } }