public void AttackFailed(PlayerAction action, float achieved, float goal) { if (turnPhase == TurnPhase.PlayerAttack) { switch (action) { case PlayerAction.Flirt: lastActionStatus = PlayerActionStatus.FlirtFailure; currentDialog = flirtFailureResponses[Random.Range(0, flirtFailureResponses.Length)]; break; case PlayerAction.Joke: lastActionStatus = PlayerActionStatus.JokeFailure; currentDialog = jokeFailureResponses[Random.Range(0, jokeFailureResponses.Length)]; break; case PlayerAction.Story: lastActionStatus = PlayerActionStatus.StoryFailure; currentDialog = storyFailureResponses[Random.Range(0, storyFailureResponses.Length)]; break; } float penaltyPercent = (goal - achieved) / goal; float penalty = (dateSuccess * 0.05f) * penaltyPercent; dateProgress -= penalty; PlaySound(4); NextPhase(); } ; }
public void AttackSuccess(PlayerAction action) { if (turnPhase == TurnPhase.PlayerAttack) { switch (action) { case PlayerAction.Flirt: lastActionStatus = PlayerActionStatus.FlirtSuccess; currentDialog = flirtSuccessResponses[Random.Range(0, flirtSuccessResponses.Length)]; break; case PlayerAction.Joke: lastActionStatus = PlayerActionStatus.JokeSuccess; currentDialog = jokeSuccessResponses[Random.Range(0, jokeSuccessResponses.Length)]; break; case PlayerAction.Story: lastActionStatus = PlayerActionStatus.StorySuccess; currentDialog = storySuccessResponses[Random.Range(0, storySuccessResponses.Length)]; break; } float progress = 50; dateProgress += progress; PlaySound(3); NextPhase(); } }