protected override float CalculateFinalOpinion() { //if(GetComponent<Player>().Health <= 0) //{ // return 0; //} if (slainEnemies <= 0) { if (OutPutPairs.ContainsKey("Eliminated enemies")) { OutPutPairs.Remove("Eliminated enemies"); } return(0); } actionValue = Mathf.Clamp(actionValue, 0, 1); OutPutPairs["Action value"] = actionValue; //float slainEnemyPercentage = slainEnemies / roomTotalEnemies; //OutPutPairs["Eliminated enemies"] = slainEnemyPercentage * 100 + "%"; return(actionValue); }
protected override float CalculateFinalOpinion() { forcedCombat = Mathf.Clamp(forcedCombat, 0, 1); OutPutPairs["ForcedCombat"] = forcedCombat; forcedLoot = Mathf.Clamp(forcedLoot, 0, 1); OutPutPairs["ForcedLoot"] = forcedLoot; float currentHealth = GetComponent <Player>().Health; if (currentHealth < HpEnteringRoom) { hpChange = (1 - (currentHealth / HpEnteringRoom)); OutPutPairs["HPChange"] = "\n" + " Enter: " + HpEnteringRoom + "\n" + " Exit: " + currentHealth + "\n" + " Change: " + hpChange * 100 + "%"; } else { if (OutPutPairs.ContainsKey("HPChange")) { OutPutPairs.Remove("HPChange"); } } return((forcedCombat + hpChange + forcedLoot) / 3); }