private void BecomeDead() { if (State == PatientState.GettingTreated) { switch (Wound) { case PatientWounds.Dead: break; case PatientWounds.Exorcism: TreatmentFlags.isExorcismOccupied = false; break; case PatientWounds.Healthy: break; case PatientWounds.Hemorhagie: TreatmentFlags.isHemorhagieOccupied = false; break; case PatientWounds.Psychology: TreatmentFlags.isPsychologyOccupied = false; break; case PatientWounds.Surgery: TreatmentFlags.isSurgeryOccupied = false; break; case PatientWounds.Vomitorium: TreatmentFlags.isVomitoriumOccupied = false; break; } } Wound = PatientWounds.Dead; animationController.SetBool("Bleeding", false); animationController.SetBool("Knife", false); animationController.SetBool("Sick", false); animationController.SetBool("Healthy", false); animationController.SetBool("Crazy", false); animationController.SetBool("Dead", true); // The next bool resets the animation animationController.SetBool("Moving", false); panicMode = false; SpawnReward(-10, new Color(1, 0, 0, 0)); gameManager.PatientDied(); }
private void BecomeHealthy() { var oldWound = Wound; Wound = PatientWounds.Healthy; State = PatientState.Treated; animationController.SetBool("Bleeding", false); animationController.SetBool("Knife", false); animationController.SetBool("Sick", false); animationController.SetBool("Healthy", true); animationController.SetBool("Crazy", false); animationController.SetBool("Dead", false); // The next bool resets the animation animationController.SetBool("Moving", false); switch (oldWound) { case PatientWounds.Hemorhagie: TreatmentFlags.isHemorhagieOccupied = false; break; case PatientWounds.Psychology: TreatmentFlags.isPsychologyOccupied = false; break; case PatientWounds.Vomitorium: TreatmentFlags.isVomitoriumOccupied = false; break; case PatientWounds.Surgery: TreatmentFlags.isSurgeryOccupied = false; break; case PatientWounds.Exorcism: TreatmentFlags.isExorcismOccupied = false; break; } gameManager.PatientCured(); SpawnReward(5, new Color(1, 1, 1, 0)); }