using System.Collections.Generic; using System.Globalization; using UnityEngine; namespace UAI { public class UAIConsiderationIsNotSleeping : UAIConsiderationCanHearTarget { public override float GetScore(Context _context, object target) { return (base.GetScore(_context, target) == 1f) ? 0f : 1f; } } public class UAIConsiderationIsSleeping : UAIConsiderationBase { public override float GetScore(Context _context, object target) { var targetEntity = UAIUtils.ConvertToEntityAlive(target) as EntityPlayer; if (targetEntity == null) return 0f; if (_context.Self.IsSleeping) return 1f; return 0f; } } }