/// <summary> /// Internal Bleeding logic, damage types can be overriden. /// </summary> public void InternalBleedingLogic(AttackType attackType = AttackType.Internal, DamageType damageType = DamageType.Brute) { float damageToTake = UnityEngine.Random.Range(MinMaxInternalBleedingValues.x, MinMaxInternalBleedingValues.y); if (currentInternalBleedingDamage >= maximumInternalBleedDamage) { BodyPart currentParent = ContainedIn; if (currentParent != null) { currentParent.TakeDamage(null, damageToTake, attackType, damageType, damageSplit: false, false, 0); } } else { currentInternalBleedingDamage += damageToTake; } }
public override void UnsuccessfulStep(BodyPart OnBodyPart, PositionalHandApply interaction, Dissectible.PresentProcedure PresentProcedure) { OnBodyPart.TakeDamage(interaction.UsedObject, HeelStrength * 0.1f, FailAttackType, Affects); }