Пример #1
0
        public override void HealthMasterSet()
        {
            base.HealthMasterSet();
            var Parent = RelatedPart.GetParent();
            var Added  = Spawn.ServerPrefab(BodyFatToInstantiate.gameObject).GameObject.GetComponent <BodyFat>();

            BodyFats.Add(Added);
            Parent.Storage.ServerTryAdd(Added.gameObject);
        }
Пример #2
0
        private IEnumerator DelayAddFat()
        {
            yield return(null);

            var Parent = RelatedPart.GetParent();
            var Added  = Spawn.ServerPrefab(BodyFatToInstantiate.gameObject).GameObject.GetComponent <BodyFat>();

            BodyFats.Add(Added);
            Parent.Storage.ServerTryAdd(Added.gameObject);
        }
Пример #3
0
        public override void ImplantPeriodicUpdate()
        {
            base.ImplantPeriodicUpdate();
            //BloodContainer
            if (StomachContents.ReagentMixTotal > 0)
            {
                float ToDigest = DigesterAmountPerSecond * RelatedPart.TotalModified;
                if (StomachContents.ReagentMixTotal < ToDigest)
                {
                    ToDigest = StomachContents.ReagentMixTotal;
                }
                var Digesting = StomachContents.TakeReagents(ToDigest);

                RelatedPart.BloodContainer.Add(Digesting);

                //healthMaster.NutrimentLevel += Digesting[Nutriment];
                //What to do with non Digesting content, put back in stomach?
            }

            bool AllFat = true;

            foreach (var Fat in BodyFats)
            {
                if (Fat.IsFull == false)
                {
                    AllFat = false;
                    break;
                }
            }

            if (AllFat)
            {
                var Parent = RelatedPart.GetParent();
                var Added  = Spawn.ServerPrefab(BodyFatToInstantiate.gameObject).GameObject.GetComponent <BodyFat>();
                BodyFats.Add(Added);
                Parent.Storage.ServerTryAdd(Added.gameObject);
            }
        }