AIController.panic C# (CSharp) Method

panic() protected method

protected panic ( ) : void
return void
	protected virtual void panic ()
	{
		alertTexture.renderer.enabled = false;
		panicTexture.renderer.enabled = true;
		scaredTexture.renderer.enabled = false;
		lureTexture.renderer.enabled = false;

		scared = false;

		AudioClip scream = null;
		// Get skin type to know which NPC sounds to play
		if (this.SkinType.Equals (NPCSkinType.Bopper))
		{
			scream = (AudioClip)bopperPanicSounds[Random.Range (0, bopperPanicSounds.Length)];
		}
		else if (this.SkinType.Equals (NPCSkinType.Hippie))
		{
			scream = (AudioClip)hippiePanicSounds[Random.Range (0, hippiePanicSounds.Length)];
		}
		else if (this.SkinType.Equals (NPCSkinType.Hottie))
		{
			scream = (AudioClip)hottiePanicSounds[Random.Range (0, hottiePanicSounds.Length)];
		}
		else if (this.SkinType.Equals (NPCSkinType.MowerMan))
		{
			scream = (AudioClip)mowerPanicSounds[Random.Range (0, mowerPanicSounds.Length)];
		}
		else if (this.SkinType.Equals (NPCSkinType.OldMan))
		{
		scream = (AudioClip)oldmanPanicSounds[Random.Range (0, oldmanPanicSounds.Length)];
		}
		
		audio.PlayOneShot (scream, 1.0f);

		speed = 1.5f;
		alerted = false;
		panicked = true;
		panickedPos = gameObject.transform.position;
		//panicTime = Time.time;
		//timePanicked = panicCooldownSeconds;
		GameObject player = getPlayer ();
		if( player != null )
			moveDir = transform.position - getPlayer ().transform.position;
		broadcastAlertLevelChanged (AlertLevelType.Panic);

		if (player.GetComponent<PossessableTree>().AxeMan != null)
		{
			scaredByAxeman = true;
		}

		if (GameObject.Find("AIGenerator").GetComponent<AIGenerator>().isMaze && !scaredByAxeman)
		{
			NPCPanickedOffMapMessage message = new NPCPanickedOffMapMessage (panickedPos);
			MessageCenter.Instance.Broadcast (message);
		}
	}