void CancelTripToCrime() { currentCrime = null; m_destinationType = types.DestinationType.Building; m_officerState = types.OfficerState.isTravelling_interruptible; SubmitTask((Structure)theDepot); }
void LeaveCompletedCrimeScene() { m_officerState = types.OfficerState.isTravelling_interruptible; currentCrime = null; InitiateTrip((Structure)theDepot); }
void AssignCrime(Crime _crime) { currentCrime = _crime; m_destinationType = types.DestinationType.Crime; m_officerState = types.OfficerState.isTravelling_interruptible; InitiateTrip(_crime.GetBuilding()); }
IEnumerator Incarcerate() { while (incarcerationTime > 0.0f) { incarcerationTime -= Clock.GetDeltaTime(); yield return(null); } print("end"); m_officerState = types.OfficerState.isAtDepot; }
void EnterDepot(bool _hasCriminal) { ArriveAtLocation(); if (_hasCriminal) { m_officerState = types.OfficerState.isIncarcerating; StartCoroutine("Incarcerate"); } else { m_officerState = types.OfficerState.isAtDepot; } }
void ResolveCurrentCrime() { // record crime as a resolved crime theDepot.ReportResolvedCrime(currentCrime); m_officerState = types.OfficerState.isTravelling_uninterruptible; // adjust officer experience as necessary currentCrime.ResolveCrime(); currentCrime = null; InitiateTrip((Structure)theDepot); }
void GoToLocation(Structure _s) { Depot structure_depot = _s as Depot; if (structure_depot != null) { m_destinationType = types.DestinationType.Depot; } else { m_destinationType = types.DestinationType.Building; } currentCrime = null; m_officerState = types.OfficerState.isTravelling_interruptible; InitiateTrip(_s); }
void ArriveAtBuildingNoActivity() { m_officerState = types.OfficerState.isAtBuilding; ArriveAtLocation(); }
void ArriveAtCrime() { m_officerState = types.OfficerState.isAtCrime; ArriveAtLocation(); }