Esempio n. 1
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 protected override void EventEffects(SuccessLevel successLevel)
 {
     basicHeal.Reset();
     progress += (int)successLevel;
     if (progress > progressRequired)
     {
         progress -= progressRequired;
         basicHeal.Upgrade();
     }
 }
Esempio n. 2
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    public PanaceaEvent GenerateEvent()
    {
        PanaceaEvent newEvent     = new PanaceaEvent();
        SuccessLevel successLevel = GenerateEventSuccessLevel();

        newEvent.SuccessLevel = successLevel;
        newEvent.EventText    = eventDescriptions[UnityEngine.Random.Range(0, eventDescriptions.Length)] + " " +
                                successDescriptions[(int)successLevel];
        newEvent.Effect += EventEffects;
        return(newEvent);
    }
Esempio n. 3
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 protected override void EventEffects(SuccessLevel successLevel)
 {
     for (int i = 0; i < (int)successLevel; i++)
     {
         Ability ability = allAbilities.Items[Random.Range(0, allAbilities.Items.Count - 1)];
         if (ability is Nurse)
         {
             i--;
             continue;
         }
         ability.Charges++;
     }
 }
Esempio n. 4
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 protected override void EventEffects(SuccessLevel successLevel)
 {
     for (int i = 0; i < (4 - (int)successLevel); i++)
     {
         if (profiles.Items.Count < 12)
         {
             PatientProfile newInjury = CreateInstance <PatientProfile>();
             newInjury.InitRandom();
             int randomPop = Random.Range(0, populationManager.populations.Count - 1);
             Debug.Log("Random population: " + randomPop);
             newInjury.Population = populationManager.populations[randomPop];
             newInjury.set        = profiles;
             profiles.Add(newInjury);
         }
     }
 }
Esempio n. 5
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 protected abstract void EventEffects(SuccessLevel successLevel);