private void registrerDepression() { if (depressed && ventilatorAttacher.Attached) { DepressionsQueue.Enqueue(Time.time); calculateVentilationRate(); } }
//method handling what to do when player presses the "perform compression button" public void UpdateCompressionState(bool state) { if (isCompressing) { if (comp.SuccessfulCompression) { isCompressing = false; compressionQueue.Enqueue(Time.time); //add timestamp of end of compression to queue calculateCompressionRate(); } BreathBone.transform.localScale = new Vector3(comp.Compress(), 1, 1); //update breathbone length with new value } if (!isCompressing && state && isCounting) { isCompressing = true; //start single compression } }