Exemple #1
0
        void Update()
        {
            currentBloodInt -= LowerBloodLossBasedOnRemaining(BloodLossPerSecond) * Time.deltaTime;
            canvas.UpdateBloodSlider(currentBloodInt);

            if (!hasRunOutOfBloodThisLoad && CurrentBlood < 1e-4)
            {
                hasRunOutOfBloodThisLoad       = true;
                playerMovement.canMove         = false;
                playerPistol.canFire           = false;
                playerMelee.canAttack          = false;
                playerAbilities.canUseAbilites = false;
                canvas.PlayerHasNoBlood();
            }

            // Speech sending
            if (state == BloodState.High && CurrentBlood < LowTransition)
            {
                var message = new SwordMessage {
                    Message  = "I need blood",
                    Duration = 2f
                };
                GameObject.FindWithTag("SwordSpeech").SendMessage("OnSwordMessage", message);
                state = BloodState.Low;
            }
            else if (state == BloodState.Low && CurrentBlood < VeryLowTransition)
            {
                var message = new SwordMessage {
                    Message  = "I need blood now!",
                    Duration = 2f
                };
                GameObject.FindWithTag("SwordSpeech").SendMessage("OnSwordMessage", message);
                state = BloodState.VeryLow;
            }
            else if (state == BloodState.Low && CurrentBlood > LowTransition)
            {
                state = BloodState.High;
            }
            else if (state == BloodState.VeryLow && CurrentBlood > VeryLowTransition)
            {
                state = BloodState.Low;
            }
        }
Exemple #2
0
 private void OnSwordMessage(SwordMessage message)
 {
     speech.SetActive(true);
     text.text       = message.Message;
     durationTracker = message.Duration;
 }