protected override void EventEffects(SuccessLevel successLevel) { basicHeal.Reset(); progress += (int)successLevel; if (progress > progressRequired) { progress -= progressRequired; basicHeal.Upgrade(); } }
public PanaceaEvent GenerateEvent() { PanaceaEvent newEvent = new PanaceaEvent(); SuccessLevel successLevel = GenerateEventSuccessLevel(); newEvent.SuccessLevel = successLevel; newEvent.EventText = eventDescriptions[UnityEngine.Random.Range(0, eventDescriptions.Length)] + " " + successDescriptions[(int)successLevel]; newEvent.Effect += EventEffects; return(newEvent); }
protected override void EventEffects(SuccessLevel successLevel) { for (int i = 0; i < (int)successLevel; i++) { Ability ability = allAbilities.Items[Random.Range(0, allAbilities.Items.Count - 1)]; if (ability is Nurse) { i--; continue; } ability.Charges++; } }
protected override void EventEffects(SuccessLevel successLevel) { for (int i = 0; i < (4 - (int)successLevel); i++) { if (profiles.Items.Count < 12) { PatientProfile newInjury = CreateInstance <PatientProfile>(); newInjury.InitRandom(); int randomPop = Random.Range(0, populationManager.populations.Count - 1); Debug.Log("Random population: " + randomPop); newInjury.Population = populationManager.populations[randomPop]; newInjury.set = profiles; profiles.Add(newInjury); } } }
protected abstract void EventEffects(SuccessLevel successLevel);