public void incrementCurrentAffinity(CliqueEnum clique, float incrementAmount) { if (incrementAmount >= 0) { cliqueAffiliations[clique] = Math.Min(totalAffiliationPerClique, cliqueAffiliations[clique] + incrementAmount); } else { cliqueAffiliations[clique] = Math.Max(0, cliqueAffiliations[clique] + incrementAmount); } }
/// <summary> /// Change the players state to the given state. /// </summary> /// <param name="state"></param> public void ChangePlayerState(CliqueEnum state) { CurrentState = state; player.ChangeSprite(stateMap[state].GetStateSprite()); player.ChangeSpeed(stateMap[state].GetStateSpeed()); player.ChangeBehaviour(stateMap[state].GetPlayerBehaviour()); stateMap[state].PlayStateMusic(); switch (state) { //case CliqueEnum.BEARDSTER: //Call the singleton for the Player controller here and then go // break; case CliqueEnum.FURBOI: break; case CliqueEnum.JOCK: break; case CliqueEnum.SK8R: break; } }
public void setCurrentAffiliation(CliqueEnum clique, float newAffiliation) { cliqueAffiliations[clique] = newAffiliation; }
public float getCurrentAffiliation(CliqueEnum clique) { return(cliqueAffiliations[clique]); }