예제 #1
0
 private void Neutral_Request_AskPlayerToStandStill()
 {
     Debug.LogError("about to close doors in cell standstill");
     maze.CloseDoorsInCell(playerCurrentCoords);
     currentInterchange = new StayStillInterchange(aiAlignmentState);
     SendMessageToPlayer(currentInterchange.GetQuestionText(), stillnessTimedComm);
 }
예제 #2
0
    //Hostile AI actions
    #region

    private void Hostile_Request_LockPlayerInRoom()
    {
        Debug.LogError("about to close doors in cell LockPlayerInRoom");
        maze.CloseDoorsInCell(playerCurrentCoords);
        var interchange = new LockPlayerInRoomInterchange(aiAlignmentState);

        interchange.timeLocked = 5.0f;
        currentInterchange     = interchange;

        oneWayTimedComm.SetTimeToWait(5.0f);

        SendMessageToPlayer(currentInterchange.GetQuestionText(), oneWayTimedComm);
    }
예제 #3
0
    /// <summary>
    /// Given a generic text interchange object, executes the interchange on the 2 way commchannel
    /// and closes doors on the player
    /// </summary>
    /// <param name="interchange"></param>
    private void ExecTextInterchange(GenericTextInterchange interchange)
    {
        if (interchange == null)
        {
            Debug.LogError("interchange was null in ExecTextInterchange");
            return;
        }

        Debug.LogError("about to close doors in cell exectextinterchange");
        maze.CloseDoorsInCell(playerCurrentCoords);

        currentInterchange = interchange;

        SendMessageToPlayer(currentInterchange.GetQuestionText(), textCommChannel);
    }
예제 #4
0
    //Hostile AI actions
    #region

    private void Hostile_Request_LockPlayerInRoom() {
        Debug.LogError("about to close doors in cell LockPlayerInRoom");
        maze.CloseDoorsInCell(playerCurrentCoords);
        var interchange = new LockPlayerInRoomInterchange(aiAlignmentState);
        interchange.timeLocked = 5.0f;
        currentInterchange = interchange;

        oneWayTimedComm.SetTimeToWait(5.0f);

        SendMessageToPlayer(currentInterchange.GetQuestionText(), oneWayTimedComm);
    }
예제 #5
0
 private void Neutral_Request_AskPlayerToStandStill() {
     Debug.LogError("about to close doors in cell standstill");
     maze.CloseDoorsInCell(playerCurrentCoords);
     currentInterchange = new StayStillInterchange(aiAlignmentState);
     SendMessageToPlayer(currentInterchange.GetQuestionText(), stillnessTimedComm);
 }
예제 #6
0
    /// <summary>
    /// Given a generic text interchange object, executes the interchange on the 2 way commchannel
    /// and closes doors on the player
    /// </summary>
    /// <param name="interchange"></param>
    private void ExecTextInterchange(GenericTextInterchange interchange) {
        if (interchange == null) {
            Debug.LogError("interchange was null in ExecTextInterchange");
            return;
        }

        Debug.LogError("about to close doors in cell exectextinterchange");
        maze.CloseDoorsInCell(playerCurrentCoords);

        currentInterchange = interchange;

        SendMessageToPlayer(currentInterchange.GetQuestionText(), textCommChannel);
    }