private void OnEvent(PrisonState type) { switch (type) { case PrisonState.Eating: OpenAllDoors(); break; case PrisonState.FreeTime: OpenAllDoors(); break; case PrisonState.LockUp: SetAllDoorsToClose(); break; case PrisonState.Shower: OpenAllDoors(); break; case PrisonState.Sleep: SetAllDoorsToClose(); break; case PrisonState.Work: OpenAllDoors(); break; } }
private void OnPrisonStateChange(PrisonState state) { if (state == prisonState) { return; } prisonState = state; switch (state) { case PrisonState.LockUp: agent.SetDestination(prisoner.GetPrison().transform.position); break; case PrisonState.Sleep: agent.SetDestination(prisoner.GetPrison().bed.transform.position); break; case PrisonState.FreeTime: break; case PrisonState.Shower: ShowerTime(); break; case PrisonState.Eating: EatingTime(); break; case PrisonState.Work: break; } }
public void NextHour(int hour, WeekDay day) { string HourString = string.Format("{0:00}:00", hour); string EventText = eventData.Days[(int)day][HourString]; eventText.text = EventText; PrisonState curState = (PrisonState)Enum.Parse(typeof(PrisonState), EventText, true); OnPrisonStateChanged?.Invoke(curState); }