private void ChangeResiliences(GameManager.Resiliences res, int totalval) { if (res == resiliences) { TotalResilience = totalval; } }
public void SetResilienceStressed(GameManager.Resiliences resilience, bool stress) { playerstress += (stress == true) ? 1 : -1; switch (resilience) { case GameManager.Resiliences.Mental: mentalStressed = stress; break; case GameManager.Resiliences.Phisycs: physicsStressed = stress; break; case GameManager.Resiliences.Emotional: emotionalStressed = stress; break; case GameManager.Resiliences.Social: socialStressed = stress; break; } Debug.Log(playerstress); AnimationManager.GetInstance().FaceChange(5 + playerstress); }
public void TratamentoDeResiliencia(GameManager.Resiliences resName, float res) { SomaSatisfacao(); CallEventUpdateResiliences(); }