This is a follow up question to my unity agents farmer, horse, pig, chicken. given a farmeragent.cs that was provided will this animalagent.cs work as long as i provide a fooditem script attached to apple, truffle, worm? Basically what Im trying to verify is that my animalagent script will work with the farmeragent script here are the scripts Farmeragent.cs public class FarmerAgent : Agent { public GameObject horse; public GameObject pig; public GameObject chicken; private bool isHorseFed = false; private bool isPigFed = false; private bool isChickenFed = false; public override void AgentReset() { isHorseFed = false; isPigFed = false; isChickenFed = false; } public override void CollectObservations() { // No observations needed for the farmer agent } public override void AgentAction(float[] vectorAction, string textAction) { int action = Mathf.FloorToInt(vectorAction[0]); switch (action) { case 0: DropApple(horse); break; case 1: DropTruffle(pig); break; case 2: DropWorm(chicken); break; } AddReward(-0.01f); } private void DropApple(GameObject animal) { if (animal.GetComponent<AnimalAgent>().preferredFood == Food.Apple) { animal.GetComponent<AnimalAgent>().isFed = true; isHorseFed = true; AddReward(1.0f); } else { AddReward(-1.0f); } } private void DropTruffle(GameObject animal) { if (animal.GetComponent<AnimalAgent>().preferredFood == Food.Truffle) { animal.GetComponent<AnimalAgent>().isFed = true; isPigFed = true; AddReward(1.0f); } else { AddReward(-1.0f); } } private void DropWorm(GameObject animal) { if (animal.GetComponent<AnimalAgent>().preferredFood == Food.Worm) { animal.GetComponent<AnimalAgent>().isFed = true; isChickenFed = true; AddReward(1.0f); } else { AddReward(-1.0f); } } private void OnTriggerEnter(Collider other) { if (other.CompareTag("Wall") || other.CompareTag("Environment")) { AddReward(-0.1f); } } } animalagents.cs public class AnimalAgent : Agent { public Food preferredFood; public bool isFed = false; public override void AgentReset() { isFed = false; } public override void CollectObservations() { // No observations needed for the animal agent } public override void AgentAction(float[] vectorAction, string textAction) { // No actions needed for the animal agent } private void OnTriggerEnter(Collider other) { if (other.CompareTag("Food")) { Food foodType = other.GetComponent<FoodItem>().foodType; if (foodType == preferredFood) { isFed = true; AddReward(1.0f); } else { AddReward(-1.0f); } Destroy(other.gameObject); } else if (other.CompareTag("Wall") || other.CompareTag("Environment")) { AddReward(-0.1f); } } } fooditem.cs public class FoodItem : MonoBehaviour { public Food foodType; }.