private void Update() { if (Time.time > nextTurn) { if (states.GetGameState() == GameStates.PLAY_MODE) { if (userFeelingVariation == 0) { userFeelingVariation = moodIntroduction.GetUserFeelingVariation(Time.time); moodPlayMode.SetUserFeelingVariation(userFeelingVariation); } moodPlayMode.ComputeMood(fearLevel, currentRoom.GetTimeSpent()); if (states.GetMindState() == MindStates.HELPER && samLineManager.GetCurrentLine() != null && samLineManager.GetCurrentLine().mood == "anger") { states.SetMindState(MindStates.PSYCHOPATHE); } } nextTurn += 1; } if (oldMindStates != mindStates) { states.SetMindState(mindStates); oldMindStates = mindStates; } if (!samLineManager.SongIsRunning()) { samLineManager.PlayPipe(); } }
public States() { this.samLyricState = SamLyricStates.NO_TALK; this.orderState = OrderStates.NO_ORDER; this.mindState = MindStates.HELPER; this.gameState = GameStates.INTRODUCTION; }
public void SetMindState(MindStates state) { this.mindState = state; }