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