private void Start() { //init communcation channels textCommChannel = CommunicationChannelFactory.Make2WayTextChannel() as TextCommunicationChannel; oneWayCommChannel = CommunicationChannelFactory.MakeOneWayTextChannel() as OneWayTextCommunication; roomExitCommChannel = CommunicationChannelFactory.MakeRoomExitPathChannel() as RoomExitPathCommChannel; oneWayTimedComm = CommunicationChannelFactory.MakeOneWayTimedChannel() as OneWayTimedCommChannel; stillnessTimedComm = CommunicationChannelFactory.MakeTimedStillnessChannel() as StillnessTimedCommChannel; //init object mover objectMover = ObjectMover.CreateObjectMover(); playerCurrentCoords = player.MazeCellCoords; //start out not in communcation aiCommState = AICommunicationState.NotInCommuncation; aiAlignmentState = AIAlignmentState.Neutral; //initialize list of possible actions (for each state) InitializeActionLists(); roomsRequestedIn = new Dictionary <IntVector2, bool>(); rng = new System.Random(); }
private void Start() { //init communcation channels textCommChannel = CommunicationChannelFactory.Make2WayTextChannel() as TextCommunicationChannel; oneWayCommChannel = CommunicationChannelFactory.MakeOneWayTextChannel() as OneWayTextCommunication; roomExitCommChannel = CommunicationChannelFactory.MakeRoomExitPathChannel() as RoomExitPathCommChannel; oneWayTimedComm = CommunicationChannelFactory.MakeOneWayTimedChannel() as OneWayTimedCommChannel; stillnessTimedComm = CommunicationChannelFactory.MakeTimedStillnessChannel() as StillnessTimedCommChannel; //init object mover objectMover = ObjectMover.CreateObjectMover(); playerCurrentCoords = player.MazeCellCoords; //start out not in communcation aiCommState = AICommunicationState.NotInCommuncation; aiAlignmentState = AIAlignmentState.Neutral; //initialize list of possible actions (for each state) InitializeActionLists(); roomsRequestedIn = new Dictionary<IntVector2, bool>(); rng = new System.Random(); }