Esempio n. 1
0
    public void RemoveLimb(Limb.LimbType type)
    {
        //Damage for taking it
        health -= 10;


        if (type == Limb.LimbType.LEFTARM)
        {
            leftArm.state = Limb.InjuryClass.LOST;
        }
        else if (type == Limb.LimbType.LEFTLEG)
        {
            leftLeg.state = Limb.InjuryClass.LOST;
        }
        else if (type == Limb.LimbType.RIGHTARM)
        {
            rightArm.state = Limb.InjuryClass.LOST;
        }
        else if (type == Limb.LimbType.RIGHTLEG)
        {
            rightLeg.state = Limb.InjuryClass.LOST;
        }

        //If all limbs removed kill victim
        if (leftArm.state == Limb.InjuryClass.LOST &&
            leftLeg.state == Limb.InjuryClass.LOST &&
            rightArm.state == Limb.InjuryClass.LOST &&
            rightLeg.state == Limb.InjuryClass.LOST)
        {
            state = VicState.DEAD;
        }
    }
Esempio n. 2
0
    public void GiveLimb(Limb.LimbType type)
    {
        if (type == Limb.LimbType.LEFTARM)
        {
            leftArm.state      = Limb.InjuryClass.FINE;
            leftArm.hasChanged = true;
        }
        else if (type == Limb.LimbType.LEFTLEG)
        {
            leftLeg.state      = Limb.InjuryClass.FINE;
            leftLeg.hasChanged = true;
        }
        else if (type == Limb.LimbType.RIGHTARM)
        {
            rightArm.state      = Limb.InjuryClass.FINE;
            rightArm.hasChanged = true;
        }
        else if (type == Limb.LimbType.RIGHTLEG)
        {
            rightLeg.state      = Limb.InjuryClass.FINE;
            rightLeg.hasChanged = true;
        }


        //If all limbs removed kill victim
        if (leftArm.state == Limb.InjuryClass.FINE &&
            leftLeg.state == Limb.InjuryClass.FINE &&
            rightArm.state == Limb.InjuryClass.FINE &&
            rightLeg.state == Limb.InjuryClass.FINE)
        {
            state = VicState.SAVED;
        }
    }
Esempio n. 3
0
    void Update()
    {
        //TEMP
        leftArmTxt.text = "Left Arm " + leftArm.GetClass();
        if (leftArm.state == Limb.InjuryClass.FINE)
        {
            leftArmTxt.color = Color.green;
        }
        else if (leftArm.state == Limb.InjuryClass.INJURED)
        {
            leftArmTxt.color = Color.yellow;
        }
        else if (leftArm.state == Limb.InjuryClass.LOST)
        {
            leftArmTxt.color = Color.red;
        }

        leftLegTxt.text = "Left Leg " + leftLeg.GetClass();
        if (leftLeg.state == Limb.InjuryClass.FINE)
        {
            leftLegTxt.color = Color.green;
        }
        else if (leftLeg.state == Limb.InjuryClass.INJURED)
        {
            leftLegTxt.color = Color.yellow;
        }
        else if (leftLeg.state == Limb.InjuryClass.LOST)
        {
            leftLegTxt.color = Color.red;
        }

        rightArmTxt.text = "Right Arm " + rightArm.GetClass();
        if (rightArm.state == Limb.InjuryClass.FINE)
        {
            rightArmTxt.color = Color.green;
        }
        else if (rightArm.state == Limb.InjuryClass.INJURED)
        {
            rightArmTxt.color = Color.yellow;
        }
        else if (rightArm.state == Limb.InjuryClass.LOST)
        {
            rightArmTxt.color = Color.red;
        }

        rightLegTxt.text = "Right Leg " + rightLeg.GetClass();
        if (rightLeg.state == Limb.InjuryClass.FINE)
        {
            rightLegTxt.color = Color.green;
        }
        else if (rightLeg.state == Limb.InjuryClass.INJURED)
        {
            rightLegTxt.color = Color.yellow;
        }
        else if (rightLeg.state == Limb.InjuryClass.LOST)
        {
            rightLegTxt.color = Color.red;
        }


        if (leftArm.state == Limb.InjuryClass.INJURED)
        {
            health -= injuredDamage;
        }
        else if (leftArm.state == Limb.InjuryClass.LOST)
        {
            health -= lostDamage;
        }

        if (leftLeg.state == Limb.InjuryClass.INJURED)
        {
            health -= injuredDamage;
        }
        else if (leftLeg.state == Limb.InjuryClass.LOST)
        {
            health -= lostDamage;
        }

        if (rightArm.state == Limb.InjuryClass.INJURED)
        {
            health -= injuredDamage;
        }
        else if (rightArm.state == Limb.InjuryClass.LOST)
        {
            health -= lostDamage;
        }

        if (rightLeg.state == Limb.InjuryClass.INJURED)
        {
            health -= injuredDamage;
        }
        else if (rightLeg.state == Limb.InjuryClass.LOST)
        {
            health -= lostDamage;
        }

        healthBar.fillAmount = health / healthMax;

        //Check for death
        if (health <= 0)
        {
            state = VicState.DEAD;
        }

        //Fix for heal issue
        if (leftArm.state == Limb.InjuryClass.FINE &&
            leftLeg.state == Limb.InjuryClass.FINE &&
            rightArm.state == Limb.InjuryClass.FINE &&
            rightLeg.state == Limb.InjuryClass.FINE)
        {
            state = VicState.SAVED;// redundancy issue between saved and living was stopping people from being saved.
        }
    }
Esempio n. 4
0
    void Update()
    {
        int check = 0;

        if (leftArm.state == Limb.InjuryClass.FINE)
        {
            check += 1;
        }
        else if (leftArm.state == Limb.InjuryClass.INJURED)
        {
            health -= 1;
        }
        else if (leftArm.state == Limb.InjuryClass.LOST)
        {
            health -= 3;
        }

        if (leftLeg.state == Limb.InjuryClass.FINE)
        {
            check += 1;
        }
        else if (leftLeg.state == Limb.InjuryClass.INJURED)
        {
            health -= 1;
        }
        else if (leftLeg.state == Limb.InjuryClass.LOST)
        {
            health -= 3;
        }

        if (rightArm.state == Limb.InjuryClass.FINE)
        {
            check += 1;
        }
        else if (rightArm.state == Limb.InjuryClass.INJURED)
        {
            health -= 1;
        }
        else if (rightArm.state == Limb.InjuryClass.LOST)
        {
            health -= 3;
        }

        if (rightLeg.state == Limb.InjuryClass.FINE)
        {
            check += 1;
        }
        else if (rightLeg.state == Limb.InjuryClass.INJURED)
        {
            health -= 1;
        }
        else if (rightLeg.state == Limb.InjuryClass.LOST)
        {
            health -= 3;
        }

        //Check for save
        if (check == 4)
        {
            state = VicState.SAVED;
        }

        //Check for death
        if (health <= 0)
        {
            state = VicState.DEAD;
        }
    }