public void GenerateDialogue(Resources_Root leftCharacter, Resources_Root rightCharacter, Building_Script building, Resources_Officer nearbyOfficer = null)
    {
        // TODO: Set Up Shop Items
        shopItems.Add (new ShopItem("item1", 50));
        shopItems.Add (new ShopItem("item2", 150));
        shopItems.Add (new ShopItem("item3", 250));

        SetMaterials();
        characterLeft = leftCharacter;
        characterRight = rightCharacter;
        presentOfficer = nearbyOfficer;
        this.building = building;
        UpdateProfileImages();
        if (characterRight is Resources_Player)
        { if(characterLeft is Resources_Shopkeeper)
            { DetermineShopOptions((Resources_Player)characterRight, (Resources_Shopkeeper)characterLeft); }
        } else if (characterLeft is Resources_Player) {
            if(characterRight is Resources_Shopkeeper)
            { DetermineShopOptions((Resources_Player)characterLeft, (Resources_Shopkeeper)characterRight); }
        }
        else
        {
            //TODO: non-player dialogue
        }
    }
    public void GenerateDialogue(Resources_Root leftCharacter, Resources_Root rightCharacter, Building_Script building, Resources_Officer nearbyOfficer = null)
    {
        // TODO: Set Up Shop Items
        shopItems.Add(new ShopItem("item1", 50));
        shopItems.Add(new ShopItem("item2", 150));
        shopItems.Add(new ShopItem("item3", 250));

        SetMaterials();
        characterLeft  = leftCharacter;
        characterRight = rightCharacter;
        presentOfficer = nearbyOfficer;
        this.building  = building;
        UpdateProfileImages();
        if (characterRight is Resources_Player)
        {
            if (characterLeft is Resources_Shopkeeper)
            {
                DetermineShopOptions((Resources_Player)characterRight, (Resources_Shopkeeper)characterLeft);
            }
        }
        else if (characterLeft is Resources_Player)
        {
            if (characterRight is Resources_Shopkeeper)
            {
                DetermineShopOptions((Resources_Player)characterLeft, (Resources_Shopkeeper)characterRight);
            }
        }
        else
        {
            //TODO: non-player dialogue
        }
    }
 public void SpawnOfficer(Resources_Officer resources)
 {
     /*
      * Transform spawnPoint = resources.home.building.transform;
      * GameObject officer = Instantiate (officerPrefab, spawnPoint.position, spawnPoint.rotation) as GameObject;
      * officer.transform.SetParent(officerPool);
      * ((AIPoliceman)officer.GetComponent("AIPoliceman")).resources = resources;
      * officer.name = "Officer " + Localization.NameCase (((AIPoliceman)officer.GetComponent("AIPoliceman")).resources.id);
      */
 }
 static public void NewOfficer(Resources_Officer value)
 {
     if (IDIsUnique(value.id))
     {
         _officers.Add(value);
         _referenceIDs.Add(value);
     }
     else
     {
         Debug.LogError("Attempted to create an officer with the existing ID '" + value.id + "'.");
     }
 }
 public static void NewOfficer(Resources_Officer value)
 {
     if (IDIsUnique (value.id)) {
         _officers.Add (value);
         _referenceIDs.Add (value);
     } else {
         Debug.LogError ("Attempted to create an officer with the existing ID '" + value.id + "'."); }
 }