本文整理汇总了C#中Patient.PersonMove方法的典型用法代码示例。如果您正苦于以下问题:C# Patient.PersonMove方法的具体用法?C# Patient.PersonMove怎么用?C# Patient.PersonMove使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Patient
的用法示例。
在下文中一共展示了Patient.PersonMove方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: PatientObjectPatientAdd
/// <summary>
/// Add a new patient
/// </summary>
/// <param name="p">Patient</param>
public void PatientObjectPatientAdd(Patient p)
{
patient = p;
p.PatientHotspot(this);
p.PersonMove(locationPatient, tag, true, this);
Debug.Log(gameObject + " has added patient " + p);
OfficeObjectSetReadyState(true); //handled inside of the person class now.
//Hotfix for now. Ron Come back and change this!!!
if (CompareTag("ExamRoom"))
{
(this as ExamRoom).Computer().Highlight(true);
}
}
示例2: TriagePatientAdd
private float timeGreeting, timeInitialDelay; //the amount of time spent greeting the patient. // The amount of time to wait before speaking to patient
#endregion Fields
#region Methods
/// <summary>
/// Called by Manager after spawning a new patient.
/// </summary>
/// <param name="p">The New Patient</param>
public void TriagePatientAdd(Patient p)
{
//p.PersonMove(triage.locationPatient, "Triage");
//Add patient to patient list
//Debug.Log(patients);
patients.Add(p);
//Debug.Log(patients.Count);
//tell patient to move to next open location
p.PersonMove(patientLocations[patients.Count -1],tag,true);
//tell patient to wait, and not tick down timer
p.PatientToggleCountdown(true);
//determine if I only have 1 patient
if (patients.Count == 1)
{
newPatient = true;
timeInitialDelay = setTimeInitialDelay;
}
}
示例3: ManagerPatientStormOut
//If time permits, come back and revamp this. These two methods may be similar enough near the end of the project that they can easily be simplified and molded into a single method depending on what we have each of them do.
/// <summary>
/// Leave the practice / emergency facility angrily.
/// </summary>
/// <param name="p">The Patient leaving</param>
public void ManagerPatientStormOut(Patient p)
{
//play Leave Angry sound
if (SoundManager._SoundManager)
{
SoundManager._SoundManager.PlaySound("PatientLeave");
}
//update the amount of patients.
currentPatients--;
//update the amount of patients that have been seen.
scorePatientsSeen++;
//spawn another patient if we are down to 0.
if (currentPatients <= 0)
{
ManagerPatientSpawn();
}
//listPatients.Remove(p);
//Perform some kind of animation
//update the total amount of patients to leave angry
scoreAngryPatients++;
//decrease points based on level of satisfaction
UpdateSatisfactionScore(-5);
UpdatePatientsTreated();
//inform abg that the diagnosis is no longer being used.
//abg.PatientDiagnosisComplete(p.MyDiagnosis());
//make the patient go to the exit
p.PersonMove(locationExit.position,"Exit");
}
示例4: ManagerPatientLeave
/// <summary>
/// Leave the facility happily, and award points
/// </summary>
/// <param name="p"></param>
public void ManagerPatientLeave(Patient p)
{
//update the amount of patients.
currentPatients--;
//update the amount of patients that have been seen.
scorePatientsSeen++;
//spawn another patient if we are down to 0.
if (currentPatients <= 0)
{
ManagerPatientSpawn();
}
//listPatients.Remove(p);
//perform some kind of animation
//Determine if the initial assessment of the patient was correct.
bool rm = (p.InitialAssessmentGetRM() == p.MyDiagnosis().AnswerRespiratoryMetabolic);
bool aa = (p.InitialAssessmentGetAA() == p.MyDiagnosis().AnswerAcidosisAlkalosis);
//update score
scoreCorrectDiagnoses++;
if (rm && aa)
{
scoreCorrectInitialAssessment++;
}
gameplayUI.PatientFeedback().PatientFeedback(p, rm, aa);
gameplayUI.PatientFeedback().gameObject.SetActive(true);
Time.timeScale = 0;
//gain/increase points based on level of satisfaction
UpdateSatisfactionScore(6);
UpdatePatientsTreated();
//inform abg that the diagnosis is no longer being used.
//abg.PatientDiagnosisComplete(p.MyDiagnosis());
p.PersonMove(locationExit.position, "Exit");
}