Exemplo n.º 1
0
        internal static void Initialize()
        {
            SprainedAnkle sprainedAnkle = GameManager.GetSprainedAnkleComponent();

            defaultMoveChance = sprainedAnkle.m_BaseChanceWhenMovingOnSlope;
            defaultFallChance = sprainedAnkle.m_ChanceSprainAfterFall;
        }
Exemplo n.º 2
0
        private static void UpdateAnkleSupport()
        {
            SprainedAnkle sprainedAnkle   = GameManager.GetSprainedAnkleComponent();
            float         toughness       = GetShoesToughness();
            float         chanceReduction = toughness * ANKLE_TOUGHNESS_FACTOR;

            ankleMoveChanceReduction = chanceReduction;
            sprainedAnkle.m_ChanceSprainAfterFall = ankleBaseFallChance - chanceReduction;
        }
Exemplo n.º 3
0
        internal static void UpdateAnkleSupport()
        {
            float toughness = getShoesToughness();

            SprainedAnkle sprainedAnkle = GameManager.GetSprainedAnkleComponent();

            sprainedAnkle.m_BaseChanceWhenMovingOnSlope = defaultMoveChance - toughness * TOUGHNESS_FACTOR;
            sprainedAnkle.m_ChanceSprainAfterFall       = defaultFallChance - toughness * TOUGHNESS_FACTOR;
        }
Exemplo n.º 4
0
        private static void UpdateAnkleSupport()
        {
            SprainedAnkle sprainedAnkle   = GameManager.GetSprainedAnkleComponent();
            float         toughness       = GetShoesToughness();
            float         chanceReduction = toughness * AS_Settings.settings.BootToughnessFactor;

            ankleMoveChanceReduction = chanceReduction;
            sprainedAnkle.m_ChanceSprainAfterFall = ankleBaseFallChance - chanceReduction;
        }
Exemplo n.º 5
0
        internal static void Initialize()
        {
            SprainedAnkle sprainedAnkle = GameManager.GetSprainedAnkleComponent();
            SprainedWrist sprainedWrist = GameManager.GetSprainedWristComponent();
            Sprains       sprains       = GameManager.GetSprainsComponent();

            chanceOfWristSprainWhenMoving = sprains.m_ChanceOfWristSprainWhenMoving;
            ankleBaseFallChance           = sprainedAnkle.m_ChanceSprainAfterFall;
            wristBaseFallChance           = sprainedWrist.m_ChanceSprainAfterFall;

            ankleMoveChanceReduction = 0;
            wristMoveChanceReduction = 0;
        }