/// <summary>
        /// Updates influences.
        /// </summary>
        /// <param name="_influences">Influences.</param>
        public void UpdateStatusInfluences(InfluenceObject _influences)
        {
            if (_influences == null || _influences.Enabled == false)
            {
                return;
            }

            if (_influences.UseDamageInPercent)
            {
                Status.AddDamageInPercent(_influences.GetDamage());
            }
            else
            {
                Status.AddDamage(_influences.GetDamage());
            }

            if (_influences.UseStressInPercent)
            {
                Status.AddStressInPercent(_influences.GetStress());
            }
            else
            {
                Status.AddStress(_influences.GetStress());
            }

            if (_influences.UseDebilityInPercent)
            {
                Status.AddDebilityInPercent(_influences.GetDebility());
            }
            else
            {
                Status.AddDebility(_influences.GetDebility());
            }

            if (_influences.UseHungerInPercent)
            {
                Status.AddHungerInPercent(_influences.GetHunger());
            }
            else
            {
                Status.AddHunger(_influences.GetHunger());
            }

            if (_influences.UseThirstInPercent)
            {
                Status.AddThirstInPercent(_influences.GetThirst());
            }
            else
            {
                Status.AddThirst(_influences.GetThirst());
            }


            Status.AddAggressivity(_influences.Aggressivity);
            Status.AddAnxiety(_influences.Anxiety);
            Status.AddExperience(_influences.Experience);
            Status.AddNosiness(_influences.Nosiness);
        }