Example #1
0
    void InitAppraisalStatus()
    {
        //Distress
        appraisal.AddGoal("protest", 0.2f, AppDef.Displeased, AppDef.ConsequenceForSelf, AppDef.ProspectIrrelevant);
        //Standard about police
        if (affectComponent.personality[(int)OCEAN.C] < 0f)
        {
            PoliceBehavior[] policeComponents = FindObjectsOfType(typeof(PoliceBehavior)) as PoliceBehavior[];
            if (policeComponents.Length > 0)
            {
                appraisal.AddStandard(0.5f, AppDef.Disapproving, AppDef.FocusingOnOther, policeComponents[0].transform.parent.gameObject);              //police in general --no specific police
            }
        }

        //About other protesters in the same group as me
        appraisal.AddStandard(0.35f, AppDef.Approving, AppDef.FocusingOnOther, transform.parent.gameObject);

        //About myself
        appraisal.AddStandard(0.35f, AppDef.Approving, AppDef.FocusingOnSelf);
    }
Example #2
0
    void InitAppraisalStatus()
    {
        //General distress
        appraisal.AddGoal("fight", 0.2f, AppDef.Displeased, AppDef.ConsequenceForSelf, AppDef.ProspectIrrelevant);

        //Fear of losing
        appraisal.AddGoal("fight", 0.1f, AppDef.Displeased, AppDef.ConsequenceForSelf, AppDef.ProspectRelevant, AppDef.Unconfirmed);

        //Hope to win
        appraisal.AddGoal("fight", 0.1f, AppDef.Pleased, AppDef.ConsequenceForSelf, AppDef.ProspectRelevant, AppDef.Unconfirmed);

        //about opponent
        appraisal.AddStandard(0.8f, AppDef.Disapproving, AppDef.FocusingOnOther, opponent);
    }