private static void RandomTeleport(PlayerScript ps, TortureSeverity severity) { int randX = (int)severity * 100 * Random.Range(-5, 5); int randY = (int)severity * 100 * Random.Range(-5, 5); ps.playerSync.SetPosition(new Vector2(randX, randY)); }
public static void Torture(PlayerScript ps, TortureSeverity severity = TortureSeverity.M) { Debug.Log($"Player {ps.gameObject} is now being tortured with '{severity}' severity. Enjoy"); //todo: torture sequences Bleed(ps, severity); DropShit(ps, severity); if (severity >= TortureSeverity.L) { RandomTeleport(ps, severity); } }
public static void Torture(GameObject player, TortureSeverity severity = TortureSeverity.M) { var ps = player.GetComponent <PlayerScript>(); if (!ps) { Debug.LogWarning("Cannot torture :( not a player"); return; } Torture(ps, severity); }
public static void Torture(GameObject player, TortureSeverity severity = TortureSeverity.M) { var ps = player.GetComponent <PlayerScript>(); if (!ps) { Logger.LogWarningFormat("Cannot torture {0}, not a player.", Category.Security, player.name); return; } Torture(ps, severity); }
private static void DropShit(PlayerScript ps, TortureSeverity severity) { if (severity >= TortureSeverity.L) { ps.playerNetworkActions.DropAll(); return; } for (int i = 0; i < (int)severity; i++) { ps.playerNetworkActions.DropItem(); } }
private static void Bleed(PlayerScript ps, TortureSeverity severity) { ps.playerHealth.AddBloodLoss(( int )Mathf.Pow(2, ( float )severity)); }
private static void Bleed(PlayerScript ps, TortureSeverity severity) { BodyPartBehaviour bodyPart = ps.playerHealth.FindBodyPart(BodyPartType.Chest); ps.playerHealth.bloodSystem.AddBloodLoss(( int )Mathf.Pow(2, ( float )severity), bodyPart); }