Ejemplo n.º 1
0
    // Update is called once per frame
    public void Update(float deltaTime)
    {
        NeedActions.CallFunctionsWithNeed(luaUpdate, this, deltaTime);
        if (luaOnly)
        {
            return;
        }

        Amount += growthRate * deltaTime;
        if (character != null && character.CurrTile.GetGasPressure("O2") < 0.15)
        {
            Amount += (addedInVacuum - (addedInVacuum * (character.CurrTile.GetGasPressure("O2") * 5))) * deltaTime;
        }

        if (Amount > 75 && character.MyJob.IsNeed == false)
        {
            Debug.ULogChannel("Need", character.name + " needs " + Name);
            character.AbandonJob(false);
        }

        if (Amount == 100 && character.MyJob.Critical == false && CompleteOnFail)
        {
            Debug.ULogChannel("Need", character.name + " failed their " + Name + " need.");
            character.AbandonJob(false);
        }

        if (Amount == 100)
        {
            // FIXME: Insert need fail damage code here.
        }
    }
Ejemplo n.º 2
0
 // Update is called once per frame
 public void Update(float deltaTime)
 {
     Amount += growthRate * deltaTime;
     if (character != null && character.CurrTile.Room != null && character.CurrTile.Room.GetGasPressure("O2") < 0.15)
     {
         Amount += (addedInVacuum - (addedInVacuum * (character.CurrTile.Room.GetGasPressure("O2") * 5))) * deltaTime;
     }
     if (Amount > 75 && character.myJob.isNeed == false)
     {
         Debug.Log(character.name + " needs " + Name);
         character.AbandonJob(false);
     }
     if (Amount == 100 && character.myJob.critical == false)
     {
         Debug.Log(character.name + " failed their " + Name + " need.");
         character.AbandonJob(false);
     }
     if (Amount == 100)
     {
         //FIXME: Insert need fail damage code here.
     }
 }