/// <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);
        }
Beispiel #2
0
        public void Copy(InfluenceObject _object)
        {
            if (_object == null)
            {
                return;
            }

            base.Copy(_object);

            SetImpulseData(_object);

            UseDamageInPercent   = _object.UseDamageInPercent;
            UseStressInPercent   = _object.UseStressInPercent;
            UseDebilityInPercent = _object.UseDebilityInPercent;
            UseHungerInPercent   = _object.UseHungerInPercent;
            UseThirstInPercent   = _object.UseThirstInPercent;

            Damage         = _object.Damage;
            DamageMin      = _object.DamageMin;
            DamageMax      = _object.DamageMax;
            UseDamageRange = _object.UseDamageRange;

            Stress         = _object.Stress;
            StressMin      = _object.StressMin;
            StressMax      = _object.StressMax;
            UseStressRange = _object.UseStressRange;

            Debility         = _object.Debility;
            DebilityMin      = _object.DebilityMin;
            DebilityMax      = _object.DebilityMax;
            UseDebilityRange = _object.UseDebilityRange;

            Hunger         = _object.Hunger;
            HungerMin      = _object.HungerMin;
            HungerMax      = _object.HungerMax;
            UseHungerRange = _object.UseHungerRange;

            Thirst         = _object.Thirst;
            ThirstMin      = _object.ThirstMin;
            ThirstMax      = _object.ThirstMax;
            UseThirstRange = _object.UseThirstRange;

            Aggressivity = _object.Aggressivity;
            Anxiety      = _object.Anxiety;
            Experience   = _object.Experience;
            Nosiness     = _object.Nosiness;
        }
Beispiel #3
0
 public InfluenceObject(InfluenceObject _object) : base(_object)
 {
     Copy(_object);
 }