public void startPraying(Ritual ritual) { currentRitual = ritual; if (ritual.GetType() == typeof(ActionSequence)) { navMeshAgent.Stop(); //IAtargetPosition.transform.position = character.transform.position; state = State.PRAY; actions = ((ActionSequence)ritual).actions; currentAction = 0; } else { var zone = (ZoneOrder)ritual; if (zone.isAllowed) { state = State.OBEY; getClosestSpecificArea((ZoneOrder)ritual); } } }
private void explainRitual(Ritual ritual) { if(ritual.GetType() == typeof(ActionSequence)) { var seq = (ActionSequence)ritual; GameObject.Find ("Audio").GetComponent<Soundscript>().Play_sound ("Chant2"); StartCoroutine(ExplainSequence(seq.actions, 0)); } else { var zo = (ZoneOrder)ritual; GameObject.Find ("Audio").GetComponent<Soundscript>().Play_sound ("Chant1"); StartCoroutine(ExplainZone(zo.zone, zo.isAllowed)); } ritual.Explain(); }