Beispiel #1
0
        public static void RaiseMoral()
        {
            MoralState newMoralState = MoralState.Neutral;

            if (currentMorale == MoralState.Demoralized)
            {
                newMoralState = MoralState.Worse;
            }
            if (currentMorale == MoralState.Worse)
            {
                newMoralState = MoralState.Bad;
            }
            if (currentMorale == MoralState.Bad)
            {
                newMoralState = MoralState.Neutral;
            }
            if (currentMorale == MoralState.Neutral)
            {
                newMoralState = MoralState.Good;
            }
            if (currentMorale == MoralState.Good)
            {
                newMoralState = MoralState.Better;
            }
            if (currentMorale == MoralState.Better)
            {
                newMoralState = MoralState.Best;
            }
            if (currentMorale == MoralState.Best)
            {
                newMoralState = MoralState.Best;
            }

            currentMorale = newMoralState;
            MoralStateChanged?.Invoke(currentMorale, new EventArgs());
        }
Beispiel #2
0
 public static void SetStartValue()
 {
     currentMorale = MoralState.Neutral;
     MoralStateChanged?.Invoke(currentMorale, new EventArgs());
 }
Beispiel #3
0
    private void Moral_MoralStateChanged(object sender, System.EventArgs e)
    {
        MoralState moralState = (MoralState)sender;

        if (moralState == MoralState.Demoralized)
        {
            if (!positionIsOccupied_m3)
            {
                CleanLastMarker();
                instatiatedMarker     = Instantiate(moralMarkerObject, markerPosition_m3.transform);
                positionIsOccupied_m3 = true;
            }
        }
        else if (moralState == MoralState.Worse)
        {
            if (!positionIsOccupied_m2)
            {
                CleanLastMarker();
                instatiatedMarker     = Instantiate(moralMarkerObject, markerPosition_m2.transform);
                positionIsOccupied_m2 = true;
            }
        }
        else if (moralState == MoralState.Bad)
        {
            if (!positionIsOccupied_m1)
            {
                CleanLastMarker();
                instatiatedMarker     = Instantiate(moralMarkerObject, markerPosition_m1.transform);
                positionIsOccupied_m1 = true;
            }
        }
        else if (moralState == MoralState.Neutral)
        {
            if (!positionIsOccupied_0)
            {
                CleanLastMarker();
                instatiatedMarker    = Instantiate(moralMarkerObject, markerPosition_0.transform);
                positionIsOccupied_0 = true;
            }
        }
        else if (moralState == MoralState.Good)
        {
            if (!positionIsOccupied_p1)
            {
                CleanLastMarker();
                instatiatedMarker     = Instantiate(moralMarkerObject, markerPosition_p1.transform);
                positionIsOccupied_p1 = true;
            }
        }
        else if (moralState == MoralState.Better)
        {
            if (!positionIsOccupied_p2)
            {
                CleanLastMarker();
                instatiatedMarker     = Instantiate(moralMarkerObject, markerPosition_p2.transform);
                positionIsOccupied_p2 = true;
            }
        }
        else if (moralState == MoralState.Best)
        {
            if (!positionIsOccupied_p2h)
            {
                CleanLastMarker();
                instatiatedMarker      = Instantiate(moralMarkerObject, markerPosition_p2h.transform);
                positionIsOccupied_p2h = true;
            }
        }
    }