//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); }
//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); }