Exemple #1
0
        public IStateSnippet GetState()
        {
            var state = new InventoryHealthEffectsSnippet
            {
                PlayerRunSpeedBonus    = this.PlayerRunSpeedBonus,
                PlayerWalkSpeedBonus   = this.PlayerWalkSpeedBonus,
                PlayerCrouchSpeedBonus = this.PlayerCrouchSpeedBonus,
                IsFreezed = this.IsFreezed
            };

            state.ChildStates.Add("FreezedByInventoryOverloadEvent", _freezedByInventoryOverloadEvent.GetState());

            return(state);
        }
Exemple #2
0
        public IStateSnippet GetState()
        {
            var state = new UnderwaterHealthEffectsSnippet
            {
                BloodPressureBottomBonus = this.BloodPressureBottomBonus,
                BloodPressureTopBonus    = this.BloodPressureTopBonus,
                HeartRateBonus           = this.HeartRateBonus,
                OxygenLevelBonus         = this.OxygenLevelBonus,
                LastUnderWaterState      = _lastUnderWaterState,
                GameTimeGotUnderwater    = _gameTimeGotUnderwater
            };

            state.ChildStates.Add("DrowningDeathEvent", _drowningDeathEvent.GetState());

            return(state);
        }
        public IStateSnippet GetState()
        {
            var state = new RunningHealthEffectsSnippet
            {
                BloodPressureBottomBonus  = this.BloodPressureBottomBonus,
                BloodPressureTopBonus     = this.BloodPressureTopBonus,
                HeartRateBonus            = this.HeartRateBonus,
                OxygenLevelBonus          = this.OxygenLevelBonus,
                BodyTemperatureBonus      = this.BodyTemperatureBonus,
                GameSecondsInRunningState = _gameSecondsInRunningState,
                IsWheezeEventTriggered    = _isWheezeEventTriggered
            };

            state.ChildStates.Add("IntenseRunningOnEvent", _intenseRunningOnEvent.GetState());
            state.ChildStates.Add("IntenseRunningOffEvent", _intenseRunningOffEvent.GetState());

            return(state);
        }