void UnpackRoom() { /*Calls the unpack exits method from roomNavigation*/ roomNavigation.UnpackExitsInRoom(); /*Gets the objects in the room ready*/ PrepareObjectsToTakeOrExamine(roomNavigation.currentRoom); }
void UnpackRoom() { roomNavigation.UnpackExitsInRoom(); PrepareObjectsToTakeOrExamine(roomNavigation.currentRoom); interactableItems.AddActionResponsesToUsableInRoomDictionary(); AddInventoryItemsToExamineDictionary(); }
private void UnpackRoom() { //get the exits for each room roomNavigation.UnpackExitsInRoom(); PrepareObjectsToTakeOrExamine(roomNavigation.currentRoom); }
void UnpackRoom() { roomNavigation.UnpackExitsInRoom(); roomNavigation.MusicListener(roomNavigation.lastRoom, roomNavigation.currentRoom); roomNavigation.currentRoom.visited = true; PrepareInteractablesInRoom(roomNavigation.currentRoom); }
void UnpackRoom() { roomNavigation.UnpackExitsInRoom(); PrepareObjectToTakeOrExamine(roomNavigation.currentRoom); }
void UnpackRoom() { roomNavigation.UnpackExitsInRoom(); }
void UnpackRoom() // function to build room list on editor { roomNavigation.UnpackExitsInRoom(); // gets function on roomNavigation to build room list PrepareObjectsToTakeOrExamine(roomNavigation.currentRoom); }
// Game controller functions /// <summary> /// Unpacks the room /// </summary> private void UnpackRoom() { roomNavigation.UnpackExitsInRoom(); PrepareObjects(roomNavigation.currentRoom); }
//unpack the room contents void UnpackRoom() { roomNavigation.UnpackExitsInRoom(); //get current room and prepare to display objects PrepareObjectsToTakeOrExamine(roomNavigation.currentRoom); }
//----------------------------------------------------------------------------------------------------------------------------- void UnpackRoom() { roomNavigation.UnpackExitsInRoom(); PrepareRoomCharacters(roomNavigation.currentRoom); }
public void UnpackRoom() { //Adds the room's exits and items to a list so they can be interacted with and seen roomNavigation.UnpackExitsInRoom(); PrepareObjectsToInteract(roomNavigation.currentRoom); }