using TMPro; using UnityEngine; namespace Scrips { public class Patient : AI_Agent { [SerializeField] TextMeshProUGUI _currentStatePrint; [SerializeField] private Material m_Healthy; [SerializeField] private Material m_Sick; protected override void Start() { base.Start(); var s1 = new SubGoal("IsWaiting", 1, true); goals.Add(s1, 1); var s2 = new SubGoal("IsTreated", 1, true); goals.Add(s2, 3); var s3 = new SubGoal("IsHome", 1, true); goals.Add(s3, 5); } private void Update() { if (_currentStatePrint != null && planner != null) { _currentStatePrint.text = "Patient 1 Action: " + currentAction.actionName + "\n"; } if( agentWorldStates.GetStates().ContainsKey("IsHealthy") && agentWorldStates.GetStates()["IsHealthy"] > 0) { GetComponent().material = m_Healthy; } } } }