public void PanicReadyComplete() { // currentPanicAction = new PanicSuicideExecutor(this, 5); //currentPanicAction = new PanicViolence(this); //currentPanicAction = new PanicOpenRoom(this); currentPanicAction = new PanicRoaming(this); // 바꿔야 함 /* * switch (agentLifeValue) * { * case 1: * currentPanicAction = new PanicRoaming(this); * break; * case 2: * currentPanicAction = new PanicSuicideExecutor(this); * break; * case 3: * currentPanicAction = new PanicViolence(this); * break; * case 4: * break; * } */ }
public void Panic() { /* * if (panicType == "default") * { * currentPanicAction = new PanicDefaultAction(); * string narration = this.name + " (이)가 공황에 빠져 우두커니 서있습니다."; * Notice.instance.Send("AddSystemLog", narration); * } * else if (panicType == "roaming") * { * currentPanicAction = new PanicRoaming(this); * string narration = this.name + " (이)가 공황에 빠져 방향을 잃고 배회합니다."; * Notice.instance.Send("AddSystemLog", narration); * } * */ currentPanicAction = new PanicReady(this); }
public void StopPanic() { currentPanicAction = null; }