public void CleanCorpse() { if (bodyCleanliness < 20) { bodyCleanliness++; progressBar.SetProgress(bodyCleanliness / 20.0f); } else { bar.SetActive(false); flashingPrompt.StopFlash(); if (priestBody.activeSelf) { priestBody.SetActive(false); cleanPriest.SetActive(true); } else if (kingBody.activeSelf) { kingBody.SetActive(false); cleanKing.SetActive(true); } else if (nobleBody.activeSelf) { nobleBody.SetActive(false); cleanNoble.SetActive(true); } } }
public void PushCorpse() { bodyPushProgress++; if (bodyPushProgress < 20) { progressBar.SetProgress(bodyPushProgress / 20.0f); Vector3 pos = corpseStartPos + furnaceCorpse.transform.up * bodyPushProgress / 20.0f * finalPushDistance; furnaceCorpse.transform.position = pos; } else { bar.SetActive(false); flashingPrompt.StopFlash(); furnaceCorpse.SetActive(false); hasBody = false; // put burning code here score.AddToScore(2); } }