Ejemplo n.º 1
0
    private void BecomeDead()
    {
        if (State == PatientState.GettingTreated)
        {
            switch (Wound)
            {
            case PatientWounds.Dead:
                break;

            case PatientWounds.Exorcism:
                TreatmentFlags.isExorcismOccupied = false;
                break;

            case PatientWounds.Healthy:
                break;

            case PatientWounds.Hemorhagie:
                TreatmentFlags.isHemorhagieOccupied = false;
                break;

            case PatientWounds.Psychology:
                TreatmentFlags.isPsychologyOccupied = false;
                break;

            case PatientWounds.Surgery:
                TreatmentFlags.isSurgeryOccupied = false;
                break;

            case PatientWounds.Vomitorium:
                TreatmentFlags.isVomitoriumOccupied = false;
                break;
            }
        }

        Wound = PatientWounds.Dead;
        animationController.SetBool("Bleeding", false);
        animationController.SetBool("Knife", false);
        animationController.SetBool("Sick", false);
        animationController.SetBool("Healthy", false);
        animationController.SetBool("Crazy", false);
        animationController.SetBool("Dead", true);
        // The next bool resets the animation
        animationController.SetBool("Moving", false);
        panicMode = false;

        SpawnReward(-10, new Color(1, 0, 0, 0));
        gameManager.PatientDied();
    }
Ejemplo n.º 2
0
    private void BecomeHealthy()
    {
        var oldWound = Wound;

        Wound = PatientWounds.Healthy;
        State = PatientState.Treated;

        animationController.SetBool("Bleeding", false);
        animationController.SetBool("Knife", false);
        animationController.SetBool("Sick", false);
        animationController.SetBool("Healthy", true);
        animationController.SetBool("Crazy", false);
        animationController.SetBool("Dead", false);
        // The next bool resets the animation
        animationController.SetBool("Moving", false);

        switch (oldWound)
        {
        case PatientWounds.Hemorhagie:
            TreatmentFlags.isHemorhagieOccupied = false;
            break;

        case PatientWounds.Psychology:
            TreatmentFlags.isPsychologyOccupied = false;
            break;

        case PatientWounds.Vomitorium:
            TreatmentFlags.isVomitoriumOccupied = false;
            break;

        case PatientWounds.Surgery:
            TreatmentFlags.isSurgeryOccupied = false;
            break;

        case PatientWounds.Exorcism:
            TreatmentFlags.isExorcismOccupied = false;
            break;
        }
        gameManager.PatientCured();
        SpawnReward(5, new Color(1, 1, 1, 0));
    }