public void SuppressiveFireStress(float power, float distance) { //Debug.Log(power); AddAcuteStressor( StressorFactory.CreateSuppressiveFireStressor(power, distance, suppressiveFirePowerStress, suppressiveFireDistanceModifiers) ); }
public void PendSightStress(float coverDisparity, HumanoidModel aggressor) { ChronicStressor stressor = null; sightStressors.TryGetValue(aggressor, out stressor); if (stressor == null) { stressor = StressorFactory.CreateSightStressor(coverDisparity, coverDisparityModifier); sightStressors.Add(aggressor, stressor); AddChronicStressor(stressor); } else { ChronicStressor newStressor = StressorFactory.CreateSightStressor(coverDisparity, coverDisparityModifier); stressor.ModifySeverity(newStressor.GetSeverity()); } }