protected virtual void lure (Vector3 lurePosition)
{
if (panicked || alerted)
return;
//Debug.Log ("Becoming Lured: " + lurePosition);
// Play only if not lured so that sounds only plays once for a lure, and then can be played again when lure cooldown is up
if (!lured)
{
// Play curious sound for being lured
AudioClip curious = null;
// Get skin type to know which NPC sounds to play
if (this.SkinType.Equals (NPCSkinType.Bopper))
{
curious = (AudioClip)bopperCuriousSounds[Random.Range (0, bopperCuriousSounds.Length)];
}
else if (this.SkinType.Equals (NPCSkinType.Hippie))
{
curious = (AudioClip)hippieCuriousSounds[Random.Range (0, hippieCuriousSounds.Length)];
}
else if (this.SkinType.Equals (NPCSkinType.Hottie))
{
curious = (AudioClip)hottieCuriousSounds[Random.Range (0, hottieCuriousSounds.Length)];
}
else if (this.SkinType.Equals (NPCSkinType.MowerMan))
{
curious = (AudioClip)mowerCuriousSounds[Random.Range (0, mowerCuriousSounds.Length)];
}
else if (this.SkinType.Equals (NPCSkinType.OldMan))
{
curious = (AudioClip)oldmanCuriousSounds[Random.Range (0, oldmanCuriousSounds.Length)];
}
audio.PlayOneShot (curious, 1.0f);
}
lureTexture.renderer.enabled = true;
lured = true;
nextPath = new GameObject ();
nextPath.transform.position = lurePosition;
nextPath.tag = lureTag;
luredTimeLeft = lureCooldownSeconds;
}