/// <summary> /// Switches the Negotiators mood based on the parameter /// </summary> /// <param name="value">Used in changing the Negotiators mood. Range from (-1 to 1)</param> public void SwitchMood(int value) { //Adds to the mood value only if possible if (Convert.ToInt32(mood) == 1) { mood += value; } else if (Convert.ToInt32(mood) == 0 && value >= 0) { mood += value; } else if (Convert.ToInt32(mood) == 2 && value <= 0) { mood += value; } //Changes the color for the mood text, according to the mood switch (mood) { case NegotiatorMood.Dissatisfied: textColor = Color.Red; break; case NegotiatorMood.Neutral: textColor = Color.Black; break; case NegotiatorMood.Satisfied: textColor = Color.Green; break; default: break; } }
/// <summary> /// Changes the texture based on the context and the mood value from moodChanger /// </summary> /// <param name="context">The context for the texture switch (Idle, Resp, End and Fyret)</param> /// <param name="moodChanger">The value for the mood change</param> public void SwitchTexture(string context, int moodChanger) { NegotiatorMood statementMood = NegotiatorMood.Neutral; if (moodChanger == 1) { statementMood = NegotiatorMood.Satisfied; } else if (moodChanger == 0) { statementMood = NegotiatorMood.Neutral; } else if (moodChanger == -1) { statementMood = NegotiatorMood.Dissatisfied; } if (mood == NegotiatorMood.Satisfied && context == "Idle") { texture = textures[0]; } else if (mood == NegotiatorMood.Neutral && context == "Idle") { texture = textures[1]; } else if (mood == NegotiatorMood.Dissatisfied && context == "Idle") { texture = textures[2]; } if (statementMood == NegotiatorMood.Satisfied && context == "Resp") { texture = textures[3]; idleTimer = DateTime.Now.AddSeconds(2); } else if (statementMood == NegotiatorMood.Neutral && context == "Resp") { texture = textures[4]; idleTimer = DateTime.Now.AddSeconds(2); } else if (statementMood == NegotiatorMood.Dissatisfied && context == "Resp") { texture = textures[5]; idleTimer = DateTime.Now.AddSeconds(2); } if (mood == NegotiatorMood.Satisfied && context == "End") { texture = textures[6]; } else if (mood == NegotiatorMood.Neutral && context == "End") { texture = textures[7]; } else if (mood == NegotiatorMood.Dissatisfied && context == "End") { texture = textures[8]; } if (context == "Fired") { curText = "UD! Du er fyret!!!"; Player.Instance.Salary = 0; texture = textures[10]; } }