protected override List <Percept> UpdateSensors(RogueGame game) { List <Percept> list = m_LOSSensor.Sense(game, m_Actor); list.AddRange(m_LivingSmellSensor.Sense(game, m_Actor)); return(list); }
protected override List <Percept> UpdateSensors(RogueGame game) { // emotes! if (m_Emotes == null) { // FIXME: uggly code. if (m_Actor.IsUnique) { if (m_Actor == game.Session.UniqueActors.BigBear.TheActor) { m_Emotes = BIG_BEAR_EMOTES; } else if (m_Actor == game.Session.UniqueActors.FamuFataru.TheActor) { m_Emotes = FAMU_FATARU_EMOTES; } else if (m_Actor == game.Session.UniqueActors.Santaman.TheActor) { m_Emotes = SANTAMAN_EMOTES; } else if (m_Actor == game.Session.UniqueActors.Roguedjack.TheActor) { m_Emotes = ROGUEDJACK_EMOTES; } else if (m_Actor == game.Session.UniqueActors.Duckman.TheActor) { m_Emotes = DUCKMAN_EMOTES; } else if (m_Actor == game.Session.UniqueActors.HansVonHanz.TheActor) { m_Emotes = HANS_VON_HANZ_EMOTES; } else { m_Emotes = FIGHT_EMOTES; } } else { m_Emotes = FIGHT_EMOTES; } } // sense. return(m_LOSSensor.Sense(game, m_Actor)); }
protected override List <Percept> UpdateSensors(RogueGame game) { return(m_LOSSensor.Sense(game, m_Actor)); }
protected override List <Percept> UpdateSensors(RogueGame game) { List <Percept> list = m_LOSSensor.Sense(game, m_Actor); return(list); }
public override List <Percept> UpdateSensors() { return(m_LOSSensor.Sense()); }
public override List <Percept> UpdateSensors() { m_LivingSmellSensor.Sense(m_Actor); return(m_LOSSensor.Sense()); }