using Unity.VisualScripting; using UnityEngine; public class GetTreated : AI_Action { public override bool PrePerform() { target = inventory.FindItemWithTag("Bed"); if(target == null) return false; return true; } public override bool PostPerform() { AI_World.Instance.GetWorld().ModifyState("Treated", 1); agentWorldStates.ModifyState("IsCured", 1); inventory.RemoveItem(target); return true; } }