private bool ImplantBomb() { BodyPart limb = RandomLimb(); Debug.Log($"Bomb implanted in {limb.name}"); textLog.NewLogEntry($"There's an explosive device in the {limb.name}"); EmbeddedObject newBomb = FindObjectOfType <ObjectSpawner>().SpawnBomb("bomb"); newBomb.Embed(limb); return(true); }
private bool ShootOrgan() { Organ organ = RandomOrgan(); Debug.Log($"Shot {organ.name}"); textLog.NewLogEntry($"The {organ.name} has been shot."); organ.damage = Mathf.Min(organ.damage + 30, organ.damageMax); organ.bloodLossRate += 10; if (organ.connectedBodyParts.Count > 0) { BodyPart parentBodyPart = organ.connectedBodyParts[0]; parentBodyPart.damage = Mathf.Min(parentBodyPart.damage + 30, parentBodyPart.damageMax); parentBodyPart.bloodLossRate += 10; EmbeddedObject newBullet = FindObjectOfType <ObjectSpawner>().SpawnBullet("bullet"); newBullet.Embed(organ); } return(true); }
public static void EmbedObjectProcess(EmbeddedObject embeddedObject, BodyPart bodypart) { //connect embeddedObject.Embed(bodypart); try { if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "SampleScene") { GameObject.FindObjectOfType <BodyPartSelectorManager>().ResetSelectors(); GameObject.FindObjectOfType <EmbeddedObjectSelectorManager>().ResetSelectors(); MonoBehaviour.FindObjectOfType <BodyPartStatusManager>().UpdateStatusCollection(); } } catch (System.Exception e) { Debug.LogError($"EmbedObjectProcess: {e}"); } UpdateAllBodyPartHeartConnections(); MonoBehaviour.FindObjectOfType <ActionTracker>().surgery_implants += 1; }
private bool ShootLimb() { BodyPart limb = RandomLimb(); Debug.Log($"Shot {limb.name}"); textLog.NewLogEntry($"The {limb.name} has been shot."); limb.damage = Mathf.Min(limb.damage + 30, limb.damageMax); limb.bloodLossRate += 10; if (limb is Organ && limb.connectedBodyParts.Count > 0) { BodyPart parentBodyPart = limb.connectedBodyParts[0]; parentBodyPart.damage = Mathf.Min(parentBodyPart.damage + 30, parentBodyPart.damageMax); parentBodyPart.bloodLossRate += 10; } EmbeddedObject newBullet = FindObjectOfType <ObjectSpawner>().SpawnBullet("bullet"); newBullet.Embed(limb); return(true); }