예제 #1
0
        /// <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;
            }
        }
예제 #2
0
 public override void UnsuccessfulStep(BodyPart OnBodyPart, PositionalHandApply interaction,
                                       Dissectible.PresentProcedure PresentProcedure)
 {
     OnBodyPart.TakeDamage(interaction.UsedObject, HeelStrength * 0.1f, FailAttackType, Affects);
 }