private Color GetColor(RIState first) { switch (first) { case RIState.Alerting: return AlertColor; default: return NormalColor; } }
//for conversations it might make sense to return how long the duration for saying the text is? //could just be a lookup public void Output(RIState state, string text, bool isSticky = false, bool isPriority = false) { if (isPriority) { PriorityQueue.Enqueue(new AILine(state, text, isSticky)); } else { Queue.Enqueue(new AILine(state, text, isSticky)); } }
private float GetSpeed(RIState first) { switch(first) { case RIState.Alerting: return 1; case RIState.Idea: return 1; case RIState.Searching: return 2; case RIState.Talking: return 1; case RIState.Thinking: return -2; case RIState.Timing: return .5f; default: return 1; } }
private Sprite GetSprite(RIState first) { switch(first) { case RIState.Alerting: return AlertSprite; case RIState.Idea: return IdeaSprite; case RIState.Searching: return SearchingSprite; case RIState.Talking: return TalkSprite; case RIState.Thinking: return ThinkSprite; case RIState.Timing: return TimerAlertSprite; default: return null; } }