Ejemplo n.º 1
0
    /// <summary>
    /// This function takes in a parameter of emotion
    /// and then depending on the emotion that is passed in
    /// changes the material of the object to the corresponding color...
    /// </summary>
    private void ColorChange(Globals.EMOTIONS e)
    {
        switch (e)
        {
        case Globals.EMOTIONS.ANGER:
            GetComponent <Renderer>().material = mAnger;
            break;

        case Globals.EMOTIONS.BOREDOM:
            GetComponent <Renderer>().material = MBoredom;
            break;

        case Globals.EMOTIONS.CONFIDENT:
            GetComponent <Renderer>().material = mConfident;
            break;

        case Globals.EMOTIONS.DISAPPOINTMENT:
            GetComponent <Renderer>().material = mDisappointment;
            break;

        case Globals.EMOTIONS.EMBARRASSED:
            GetComponent <Renderer>().material = mEmbarrassed;
            break;

        case Globals.EMOTIONS.ENERGIZED:
            GetComponent <Renderer>().material = mEnergized;
            break;

        case Globals.EMOTIONS.ENTERTAINED:
            GetComponent <Renderer>().material = mEntertained;
            break;

        case Globals.EMOTIONS.FEAR:
            GetComponent <Renderer>().material.color = mFear.color;
            break;

        case Globals.EMOTIONS.HAPPY:
            GetComponent <Renderer>().material = mHappy;
            break;

        case Globals.EMOTIONS.SAD:
            GetComponent <Renderer>().material = mSad;
            break;

        case Globals.EMOTIONS.SURPRISED:
            GetComponent <Renderer>().material = mSurprised;
            break;

        case Globals.EMOTIONS.TIRED:
            GetComponent <Renderer>().material = mTired;
            break;

        default:
            GetComponent <Renderer>().material = mSociopath;
            break;
        }
    }
Ejemplo n.º 2
0
    /// <summary>
    /// This function is lengthy, and will almost certainly
    /// be changed. this is to prove the concept and get things running.
    /// </summary>
    private void CheckEmotionalState()
    {
        int v = GetDominateEmotion();

        //check if the highest value equals one of your emotions, if it does, then we check
        //to see if the scale is greater than zero, if it is, then we set the emotion respectfully...
        if (v == happinessScale)
        {
            emotionState = happinessScale >= 0 ? Globals.EMOTIONS.HAPPY : Globals.EMOTIONS.SAD;
        }
        else if (v == angerScale)
        {
            emotionState = angerScale >= 0 ? Globals.EMOTIONS.ANGER : Globals.EMOTIONS.FEAR;
        }

        else if (v == energyScale)
        {
            emotionState = energyScale >= 0 ? Globals.EMOTIONS.ENERGIZED : Globals.EMOTIONS.TIRED;
        }

        else if (v == interestScale)
        {
            emotionState = interestScale >= 0 ? Globals.EMOTIONS.SURPRISED : Globals.EMOTIONS.DISAPPOINTMENT;
        }

        else if (v == confidenceScale)
        {
            emotionState = confidenceScale >= 0 ? Globals.EMOTIONS.CONFIDENT : Globals.EMOTIONS.EMBARRASSED;
        }

        else if (v == entertainmentScale)
        {
            emotionState = entertainmentScale >= 0 ? Globals.EMOTIONS.ENTERTAINED : Globals.EMOTIONS.BOREDOM;
        }
        //call the color change event...
        colorMaster.EventColorChange(emotionState);
    }
Ejemplo n.º 3
0
    /// <summary>
    /// This function currently handles all our emotion changing
    /// this will likely be changed into an event that is broken up
    /// to improve its function..
    /// </summary>
    public void ModifyEmotion(Globals.EMOTIONS emotion, float transferenceValue)
    {
        switch (emotion)
        {
        // happiness Scale
        case Globals.EMOTIONS.HAPPY:
            eScript.happinessScale = Transference(eScript.happinessScale, (int)transferenceValue);
            break;

        case Globals.EMOTIONS.SAD:
            eScript.happinessScale = Transference(eScript.happinessScale, -(int)transferenceValue);
            break;

        // anger scale
        case Globals.EMOTIONS.ANGER:
            eScript.angerScale = Transference(eScript.angerScale, (int)transferenceValue);
            break;

        case Globals.EMOTIONS.FEAR:
            eScript.angerScale = Transference(eScript.angerScale, -(int)transferenceValue);
            break;

        // energy scale
        case Globals.EMOTIONS.ENERGIZED:
            eScript.energyScale = Transference(eScript.energyScale, (int)transferenceValue);
            break;

        case Globals.EMOTIONS.TIRED:
            eScript.energyScale = Transference(eScript.energyScale, -(int)transferenceValue);
            break;

        // confidence scale
        case Globals.EMOTIONS.CONFIDENT:
            eScript.confidenceScale = Transference(eScript.confidenceScale, (int)transferenceValue);
            break;

        case Globals.EMOTIONS.EMBARRASSED:
            eScript.confidenceScale = Transference(eScript.confidenceScale, -(int)transferenceValue);
            break;

        // interest scale
        case Globals.EMOTIONS.SURPRISED:
            eScript.interestScale = Transference(eScript.interestScale, (int)transferenceValue);
            break;

        case Globals.EMOTIONS.DISAPPOINTMENT:
            eScript.interestScale = Transference(eScript.interestScale, -(int)transferenceValue);
            break;

        // entertainment scale
        case Globals.EMOTIONS.BOREDOM:
            eScript.entertainmentScale = Transference(eScript.entertainmentScale, (int)transferenceValue);
            break;

        case Globals.EMOTIONS.ENTERTAINED:
            eScript.entertainmentScale = Transference(eScript.entertainmentScale, -(int)transferenceValue);
            break;

        default:
            break;
        }
        auraMaster.EventCheckEmotionalState();
    }
Ejemplo n.º 4
0
 public void EventColorChange(Globals.EMOTIONS e)
 {
     ColorChange?.Invoke(e);
 }
Ejemplo n.º 5
0
    // ::: CALLS ::: //

    public void EventModifyEmotion(Globals.EMOTIONS emotion, float transferenceValue)
    {
        ModifyEmotion?.Invoke(emotion, transferenceValue);
    }