using UnityEngine; public class GoToBed : AI_Action { public override bool PrePerform() { target = inventory.FindItemWithTag("Bed"); if(target == null) return false; AI_World.Instance.GetWorld().ModifyState("TreatingPatient", 1); return true; } public override bool PostPerform() { AI_World.Instance.GetWorld().ModifyState("TreatingPatient", -1); AI_World.Instance.AddTreatmentBed(target); inventory.RemoveItem(target); // AI_World.Instance.GetWorld().ModifyState("FreeBeds", 1); return true; } }