Beispiel #1
0
    private void UpdateSeverity()
    {
        float severity = (float)OverallDamage / MaxDamage;

        if (severity < 0.2)
        {
            Severity = DamageSeverity.None;
        }
        else
        if (severity >= 0.2 && severity < 0.4)
        {
            Severity = DamageSeverity.Moderate;
        }
        else if (severity >= 0.4 && severity < 0.7)
        {
            Severity = DamageSeverity.Bad;
        }
        else if (severity >= 0.7 && severity < 1f)
        {
            Severity = DamageSeverity.Critical;
        }
        else if (severity >= 1f)
        {
            Severity = DamageSeverity.Max;
        }

        UpdateIcons();
    }
        /// <summary>
        /// Updates the reported severity of injuries for examine based off of current health
        /// </summary>
        private void UpdateSeverity()
        {
            var oldSeverity = Severity;
            // update UI limbs depending on their severity of damage
            float severity = 1 - (Mathf.Max(maxHealth - TotalDamageWithoutOxyCloneRadStam, 0) / maxHealth);

            // If the limb is uninjured
            if (severity <= 0)
            {
                Severity       = DamageSeverity.None;
                currentCutSize = BodyPartCutSize.NONE;
            }
            // If the limb is under 10% damage
            else if (severity < 0.1)
            {
                Severity = DamageSeverity.Light;
            }
            // If the limb is under 25% damage
            else if (severity < 0.25)
            {
                Severity = DamageSeverity.LightModerate;
            }
            // If the limb is under 45% damage
            else if (severity < 0.45)
            {
                Severity = DamageSeverity.Moderate;
            }
            // If the limb is under 85% damage
            else if (severity < 0.85)
            {
                Severity = DamageSeverity.Bad;
            }
            // If the limb is under 95% damage
            else if (severity < 0.95f)
            {
                Severity = DamageSeverity.Critical;
            }
            // If the limb is 95% damage or over
            else if (severity >= 0.95f)
            {
                Severity = DamageSeverity.Max;
            }

            if (DamageContributesToOverallHealth && oldSeverity != Severity && healthMaster != null)
            {
                UpdateIcons();
            }
        }
Beispiel #3
0
    private void UpdateSeverity()
    {
        // update UI limbs depending on their severity of damage
        float severity = (float)OverallDamage / MaxDamage;

        // If the limb is uninjured
        if (severity <= 0)
        {
            Severity = DamageSeverity.None;
        }
        // If the limb is under 20% damage
        else if (severity < 0.2)
        {
            Severity = DamageSeverity.Light;
        }
        // If the limb is under 40% damage
        else if (severity < 0.4)
        {
            Severity = DamageSeverity.LightModerate;
        }
        // If the limb is under 60% damage
        else if (severity < 0.6)
        {
            Severity = DamageSeverity.Moderate;
        }
        // If the limb is under 80% damage
        else if (severity < 0.8)
        {
            Severity = DamageSeverity.Bad;
        }
        // If the limb is under 100% damage
        else if (severity < 1f)
        {
            Severity = DamageSeverity.Critical;
        }
        // If the limb is 100% damage or over
        else if (severity >= 1f)
        {
            Severity = DamageSeverity.Max;
        }

        UpdateIcons();
    }
Beispiel #4
0
    private void UpdateSeverity()
    {
        // update UI limbs depending on their severity of damage
        float severity = (float)OverallDamage / MaxDamage;

        // If the limb is uninjured
        if (severity <= 0)
        {
            Severity = DamageSeverity.None;
        }
        // If the limb is under 10% damage
        else if (severity < 0.1)
        {
            Severity = DamageSeverity.Light;
        }
        // If the limb is under 25% damage
        else if (severity < 0.25)
        {
            Severity = DamageSeverity.LightModerate;
        }
        // If the limb is under 45% damage
        else if (severity < 0.45)
        {
            Severity = DamageSeverity.Moderate;
        }
        // If the limb is under 85% damage
        else if (severity < 0.85)
        {
            Severity = DamageSeverity.Bad;
        }
        // If the limb is under 95% damage
        else if (severity < 0.95f)
        {
            Severity = DamageSeverity.Critical;
        }
        // If the limb is 95% damage or over
        else if (severity >= 0.95f)
        {
            Severity = DamageSeverity.Max;
        }

        UpdateIcons();
    }
Beispiel #5
0
 public BodyPartRecord Copy(BodyPart part)
 {
     name       = part.gameObject.ExpensiveName();
     brute      = Math.Round((decimal)part.Brute, 1);
     burn       = Math.Round((decimal)part.Burn, 1);
     toxin      = Math.Round((decimal)part.Toxin, 1);
     oxygen     = Math.Round((decimal)part.Oxy, 1);
     isBleeding = part.IsBleeding;
     type       = part.BodyPartType;
     severity   = part.Severity;
     for (int i = 0; i < part.ContainBodyParts.Count(); i++)
     {
         organs.Add(new BodyPartRecord());
         organs[i].name       = part.ContainBodyParts[i].gameObject.ExpensiveName();
         organs[i].brute      = Math.Round((decimal)part.ContainBodyParts[i].Brute, 1);
         organs[i].burn       = Math.Round((decimal)part.ContainBodyParts[i].Burn, 1);
         organs[i].toxin      = Math.Round((decimal)part.ContainBodyParts[i].Toxin, 1);
         organs[i].oxygen     = Math.Round((decimal)part.ContainBodyParts[i].Oxy, 1);
         organs[i].isBleeding = part.ContainBodyParts[i].IsBleeding;
     }
     return(this);
 }
    private void UpdateSeverity()
    {
        float severity = (float)_damage / MaxDamage;

        if (severity >= 0.2 && severity < 0.4)
        {
            _severity = DamageSeverity.Moderate;
        }
        else if (severity >= 0.4 && severity < 0.7)
        {
            _severity = DamageSeverity.Bad;
        }
        else if (severity >= 0.7)
        {
            _severity = DamageSeverity.Critical;
        }
        else
        {
            _severity = DamageSeverity.None;
        }
        UpdateIcons();
    }