private void TryToShutDoor(Door door) { PowerStory powerStory = storiesHelper.Get <PowerStory>(); SwitchesStory switchesStory = storiesHelper.Get <SwitchesStory>(); // Door can't be closed if there's no power or the door lock switch is on if (powerStory.remainingPower <= 0 || switchesStory.IsSwitchOn(door)) { return; } isDoorOpen[door] = false; }
void HandleNextEnemyTurn(Enemy enemy) { Location currentLocation = characterLocations[enemy]; SwitchesStory switchesStory = storiesHelper.Get <SwitchesStory>(); if (switchesStory.doesLocationContainAvailableSwitch(currentLocation) && Random.Range(0, 99) > SwitchActivationPercentage) { TriggerDoorSwitch(enemy, currentLocation); } else { MoveEnemy(enemy, currentLocation); } }
void MapStoriesToProps(Story story) { SwitchesStory switchesStory = story.Get <SwitchesStory>(); SwitchStory switchStory = switchesStory.GetStory(location); SwitchState state = switchStory.state; if (state == SwitchState.OFF) { gameObject.GetComponent <SpriteRenderer>().sprite = switchOffSprite; } else { gameObject.GetComponent <SpriteRenderer>().sprite = switchOnSprite; } // SwitchStory switchStory = // Dictionary<Enemy, Location> characterLocations= story.Get<EnemyPositionStory>().characterLocations; // Text text = GetComponent<Text>(); // text.text = enemy.ToString() + ":" +characterLocations[enemy].ToString(); }