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using UnityEngine;
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using System.Collections;
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public class AiEquipGun : AiBehavior {
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private GameObject obj;
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private Inventory inventory;
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private HumanController selfController;
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protected override BehaviorStatus OnExecute(AiBlackboard blackboard) {
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if (obj == null) {
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blackboard.GetValue<GameObject>("gameobject", out obj);
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inventory = obj.GetComponent<Inventory>();
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selfController = obj.GetComponent<HumanController>();
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}
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if (selfController.GetSocket(ItemSocketType.Hands).AttachedItem == null) {
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var weapon = inventory.QueryItem(null, "Gun", null);
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if (weapon != null) {
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//Debug.LogFormat("Character {0} equipped weapon {1}", obj.name, weapon.description.Name);
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inventory.EquipItem(weapon);
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}
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else {
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return BehaviorStatus.Fail;
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}
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}
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return BehaviorStatus.Success;
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}
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}
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