void Chop(Knife.ChopMode chop) { if (ChopsToKill[chopCount] == chop) { chopCount++; if (ChopsToKill.Count == chopCount) { // done chopping, kill // run mesh-divider // update game class kill count OnDeath(true); // after interval, remove pieces, put stuff on plate Debug.Log("Success! Awarded pts : " + scoreValue.ToString()); } } else { // chopped wrongly, kill but no rewards // run mesh divider // update game class fail count OnDeath(false); // leave chopped bits where they are Debug.Log("Fail!"); } }
public void Chop(Knife.ChopMode chop) { if (state < MonState.Derpy) { return; } if (chopCount >= ChopsToKill.Count) { return; } // we chopped at the right angle if (ChopsToKill[chopCount] == chop) { chopCount++; if (ChopsToKill.Count == chopCount) { // done chopping, kill // run mesh-divider // update game class kill count Debug.Log("KILLED", this); state = MonState.Dead; if (OnDeath != null) { OnDeath(true, this); } // after interval, remove pieces, put stuff on plate Debug.Log("Success! Awarded pts : " + scoreValue.ToString()); } if (OnChop != null) { OnChop(true, this); } } // we chopped at the wrong angle else { state = MonState.Dead; if (OnDeath != null) { OnDeath(false, this); } // chopped wrongly, kill but no rewards if (OnChop != null) { OnChop(false, this); } // run mesh divider // update game class fail count // leave chopped bits where they are Debug.Log("Fail!"); } }