public static void DamageMessage(BodyPart.DamageInfo damageInfo) //should include what is being damaged { /* * string armor = damageInfo.armorName; * string weapon = damageInfo.weaponName; * string myName = damageInfo.victimName; * BodyPartController.Parts bodypart = damageInfo.bodyPart; * * Dictionary<BodyPartController.Parts, string> injuryList = GetInjuryList(damageInfo);//new Dictionary<BodyPartController.Parts, string>(); * * string line = string.Format(injuryList[bodypart], myName, weapon, armor); * BattleReport.AddToBattleReport(line); * } * * private static Dictionary<BodyPartController.Parts, string> GetInjuryList(BodyPartController.DamageInfo damageInfo) * { * Debug.LogWarning("inuries is an obsolete script, don't touch it"); * return new Dictionary<BodyPartController.Parts, string>(); * * /* * switch (damageInfo.bodyType) * { * case BodyPartController.BodyType.Human: * return HumanInjuries.GetInjuryList(damageInfo.damageType, damageInfo.severityLevel); * case BodyPartController.BodyType.BushBanshee: * return BushBansheeInjuries.GetInjuryList(damageInfo.damageType, damageInfo.severityLevel); * case BodyPartController.BodyType.FourLeggedAnimal: * return FourLeggedAnimalInjuries.GetInjuryList(damageInfo.damageType, damageInfo.severityLevel); * default: * Debug.LogError("Invalid bodytype"); * return new Dictionary<BodyPartController.Parts, string>(); * } * * }*/ }
private static string PenetrationDamage(BodyPart.DamageInfo info) { /* * int severityLevel = info.severityLevel; * BodyPart part = info.bodyPart; * string s; * * if (severityLevel == 0) //light scratch * { * s = "light scratch"; * } * else if (severityLevel == 1) //cut * { * s = "small cut"; * } * else if (severityLevel == 2) //deep cut * { * if (part == BodyPart.Head) * { * s = "chipped skull"; * } * else if (part == BodyPart.Chest) * { * s = "chipped ribs"; * } * else * { * s = "deep cut"; * } * } * else if (severityLevel == 3) //cut down to bone * { * if (part == BodyPart.Head) * { * s = "cracked skull"; * } * else if (part == BodyPart.Neck) * { * s = "spine damage"; * } * else if (part == BodyPart.Chest) * { * s = "cracked ribs"; * } * else if (part == BodyPart.Abdomin) * { * s = "sliced open"; * } * else * { * s = "horrible gash"; * } * } * else if (severityLevel == 4) //bone shattering cut * { * if (part == BodyPart.Head) * { * s = "skull shattered"; * } * else if (part == BodyPart.Neck) * { * s = "nearly decapitated"; * } * else if (part == BodyPart.Chest) * { * s = "punctured lung"; * } * else if (part == BodyPart.Abdomin) * { * s = "innards scrambled"; * } * else * { * s = "bones shattered"; * } * } * else if (severityLevel == 5) //severed * { * s = "severed"; * } * else * { * s = ""; * Debug.LogError("SEVERITY ID NOT FOUND"); * } */ return("NEED TO IMPLENT"); }
public static string InjuryString(BodyPart.DamageInfo info) { Item.AttackType damageType = info.damageType; Debug.Log("Damage log not implemented!"); return(""); }
private static string ImpactDamage(BodyPart.DamageInfo info) { /* * int severityLevel = info.severityLevel; * BodyPart part = info.bodyPart; * string s; * * if (severityLevel == 0) * { * s = "light bruise"; * } * else if (severityLevel == 1) * { * s = "bruised"; * } * else if (severityLevel == 2) * { * s = "badly bruised"; * } * else if (severityLevel == 3) //pulverizing impact * { * if (part == BodyPart.Head) * { * s = "cracked skull"; * } * else if (part == BodyPart.Chest) * { * s = "cracked ribs"; * } * else if (part == BodyPart.Abdomin) * { * s = "internal bleeding"; * } * else * { * s = "muscle/fat pulverized"; * } * } * else if (severityLevel == 4) * { * if (part == BodyPart.Head) * { * s = "caved in"; * } * else if (part == BodyPart.Neck) * { * s = "windpipe crushed"; * } * else if (part == BodyPart.Chest) * { * s = "punctured lung"; * } * else if (part == BodyPart.Abdomin) * { * s = "serious internal bleeding"; * } * else * { * s = "bones shattered"; * } * } * else if (severityLevel == 5) * { * s = "obliterated beyond recognition"; * } * else * { * s = ""; * Debug.LogError("SEVERITY ID NOT FOUND"); * } */ return("NEED TO IMPLENT"); }