public void Investigate() { this.Room = world.Dungeon[(int)RoomIndex.x, (int)RoomIndex.y]; encounter.ResetDynamicControls(); if (this.Room.Empty) { Journal.Instance.Log("You find yourself in an empty room"); } else if (this.Room.Chest != null) { Journal.Instance.Log("You've found a chest! What would you like to do?"); encounter.StartChest(); } else if (this.Room.Enemy != null) { Journal.Instance.Log("You are jumped by a " + this.Room.Enemy.Description + "! What would you like to do?"); encounter.StartCombat(); } else if (this.Room.Exit) { Journal.Instance.Log("You've found the exit to the next floor. Would you like to continue?"); encounter.StartExit(); } }
public void Investigate() { /* Method for looking in the room so we can interact with what is there */ if (Energy > 0) { this.Room = world.Dungeon[(int)RoomIndex.x, (int)RoomIndex.y]; /* Each time we investigate we disable all of the controls and enable * The appropriate controls later */ encounter.ResetDynamicControls(); //check to see if the room is empty. if (this.Room.Empty) { //Debug.Log("Room is empty"); Journal.Instance.Log("You find yourself in an empty room. What do you do?"); } else if (this.Room.Chest != null) { encounter.StartChest(); Journal.Instance.Log("You have found a <color=yellow>chest</color>! What would you like to do?"); } else if (this.Room.Enemy != null) { Debug.Log("Room is Enemy"); //TODO: Add more text options Journal.Instance.Log("You are jumped by a <color=orange>" + Room.Enemy.Description + "</color>! You are locked in combat! What would you like to do?"); //An enemy is encountered. Therefore we call the encounter method for starting combat encounter.StartCombat(); } else if (this.Room.Exit) { Debug.Log("Room is Exit"); encounter.StartExit(); Journal.Instance.Log("You have found the exit to the next floor. Would you like to continue?"); } else { Debug.Log("Something else is going on"); } /* Reset the movement controls to active after the investigation is complete */ encounter.enableMovementControls(); } else { return; } }