/// <summary>
    /// Updates the accelerations and speed modifiers to those associated with the current terrain and/or medium the player is in.
    /// </summary>
    /// <param name="currentTerrain">The current Terrain the player is travelling on - if any.</param>
    /// <param name="currentMedium">The Current Medium the player is travelling through.</param>
    private void UpdateMovementAugmentations(TerrainType currentTerrain, MediumType currentMedium)
    {
        // Implies we aren't firmly standing on ground, and so the fluid we're in must be used for acceleration calculations.
        if (currentTerrain == TerrainType.None || currentMedium == MediumType.Water)
        {
            int mediumIndex = FindMediumIndex(currentMedium);

            if (mediumIndex != -1)
            {
                // Extract the relevant movement augmentation information from the correct acceleration set.
                currentSpeedModifier = accelerationSet[mediumIndex].moveSpeedModifier;
                currentAcceleration  = accelerationSet[mediumIndex].acceleration;
                currentDecceleration = accelerationSet[mediumIndex].decceleration;
            }
            else
            {
                Debug.LogWarning("Medium " + currentMedium.ToString() + " could not be found in accelerationSet array.");

                // Use Default movement augmentation information from the correct acceleration set.
                currentSpeedModifier = 1;
                currentAcceleration  = 1;
                currentDecceleration = 1;
            }
        }
        // implies we're firmly on some sort of ground
        else
        {
            int terrainIndex = FindTerrainIndex(currentTerrain);

            if (terrainIndex != -1)
            {
                // Extract the relevant movement augmentation information from the correct acceleration set.
                currentSpeedModifier = accelerationSet[terrainIndex].moveSpeedModifier;
                currentAcceleration  = accelerationSet[terrainIndex].acceleration;
                currentDecceleration = accelerationSet[terrainIndex].decceleration;
            }
            else
            {
                Debug.LogWarning("Terrain " + currentTerrain.ToString() + " could not be found in accelerationSet array.");

                // Use Default movement augmentation information from the correct acceleration set.
                currentSpeedModifier = 1;
                currentAcceleration  = 1;
                currentDecceleration = 1;
            }
        }
    }
Ejemplo n.º 2
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        private static string ConvertMediumType(MediumType mediumType)
        {
            switch (mediumType)
            {
            case MediumType.Paper:
                return(SR.LabelFilmMediumTypePaper);

            case MediumType.ClearFilm:
                return(SR.LabelFilmMediumTypeClearFilm);

            case MediumType.BlueFilm:
                return(SR.LabelFilmMediumTypeBlueFilm);

            case MediumType.MammoClearFilm:
                return(SR.LabelFilmMediumTypeMammoClearFilm);

            case MediumType.MammoBlueFilm:
                return(SR.LabelFilmMediumTypeMammoBlueFilm);

            default:
                return(mediumType.ToString());
            }
        }
Ejemplo n.º 3
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 internal static string GetDisplayString(MediumType t) => t.ToString().Replace("MediumType_", "");