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); }
//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); }
/// <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); }