public void InitEmergency(E_Severity severity, int peopleInvolved, UrbanArea area) { base.InitEmergency(area, severity, this.GetComponent <Renderer>().material); this.creationTime = Time.time; NewSeverity(severity); InitialAffectedArea = AffectedArea; }
public override void NewSeverity(E_Severity severity) { if (severity == E_Severity.Light) { SalvationProb = 0.99f; SetEmergencySeverity(severity); DevastationLife = LightDevastationLife; regainEnergyPercentage = LightRegainEnergyPercentage; MyMaterial.color = new Color(0f / 255f, 255f / 255f, 0f); AffectedArea = LightDevastationLife; } else if (severity == E_Severity.Medium) { SalvationProb = 0.70f; SetEmergencySeverity(severity); DevastationLife = MediumDevastationLife; regainEnergyPercentage = MediumRegainEnergyPercentage; MyMaterial.color = new Color(130f / 255f, 255f / 255f, 0f); AffectedArea = MediumDevastationLife; } else { SalvationProb = 0.50f; SetEmergencySeverity(severity); DevastationLife = SevereDevastationLife; regainEnergyPercentage = SevereRegainEnergyPercentage; MyMaterial.color = new Color(255f / 255f, 255f / 255f, 0f); AffectedArea = SevereDevastationLife; } }
public void InitEmergency(UrbanArea area, E_Severity severity, Material material) { this.MyArea = area; this.Duration = 0; this.NAmbulances = -1; this.NFiretrucks = -1; this.Severity = severity; this.MyMaterial = material; ChangeWaitTime(); }
public void InitEmergency(E_Severity severity, int peopleInvolved, UrbanArea area) { base.InitEmergency(area, severity, this.GetComponent <Renderer>().material); this.NPeopleInvolved = peopleInvolved; this.totalPeople = peopleInvolved; this.successRate = -1; this.SalvationProb = 0.99f; this.creationTime = Time.time; NewSeverity(severity); ChangeWaitTime(); }
public override void ChangeSeverity(E_Severity severity) { if (severity == E_Severity.Medium) { SetEmergencySeverity(severity); SalvationProb = 0.70f; MyMaterial.color = new Color(0f, 149f / 255f, 255f / 255f); } else { SetEmergencySeverity(severity); SalvationProb = 0.50f; MyMaterial.color = new Color(0f, 62f / 255f, 107f / 255f); } }
public override void NewSeverity(E_Severity severity) { if (severity == E_Severity.Light) { SalvationProb = 0.99f; MyMaterial.color = new Color(179f / 255f, 223f / 255f, 255f / 255f); } else if (severity == E_Severity.Medium) { SalvationProb = 0.70f; MyMaterial.color = new Color(0f, 149f / 255f, 255f / 255f); } else { SalvationProb = 0.50f; MyMaterial.color = new Color(0f, 62f / 255f, 107f / 255f); } }
public override void ChangeSeverity(E_Severity severity) { if (severity == E_Severity.Medium) { SetEmergencySeverity(severity); regainEnergyPercentage = MediumRegainEnergyPercentage; DevastationLife += DevastationLife * 0.25f; MyMaterial.color = new Color(219f / 255f, 69f / 255f, 0f); AffectedArea += AffectedArea * 0.25f; } else { SetEmergencySeverity(severity); regainEnergyPercentage = SevereRegainEnergyPercentage; DevastationLife += DevastationLife * 0.5f; MyMaterial.color = new Color(1f, 0f, 0f); AffectedArea += AffectedArea * 0.5f; } }
public virtual void NewSeverity(E_Severity severity) { }
public void SetEmergencySeverity(E_Severity severity) { this.Severity = severity; }
public virtual void ChangeSeverity(E_Severity severity) { }