// Use this for initialization void Start() { for (int i = 0; i < 50; i++) { float x = (Random.Range(-9, 9)); x /= 10f; float z = (Random.Range(-5, 5)); z /= 10f; GameObject temp = Instantiate(PersonPrefab); temp.transform.position = new Vector3(x, 0.1f, z); People.Add(temp); } playerAnswered = false; currentScore = currQuestion = currentDay = 0; currDayChangeTime = currQuestionChangeTime = 0.0f; requiredEmotion = (Utility.Emotions)Random.Range(0, System.Enum.GetValues(typeof(Utility.Emotions)).Length); numDays = PlayerPrefs.GetInt("NumDays"); maxScore = PlayerPrefs.GetInt("MaxScore"); requiredScore = PlayerPrefs.GetInt("RequiredScore"); ResetValues(); float tempa = maxScore; float tempb = requiredScore; SliderScoreTotal.value = (tempb / tempa); ShowQuestion(true); }
public void ResetValues() { currentDayText.text = "Day " + (currentDay + 1).ToString(); numQuestions = PlayerPrefs.GetInt("NumQuestions" + currentDay); numAnswers = PlayerPrefs.GetInt("NumAnswers" + currentDay); requiredEmotion = (Utility.Emotions)Random.Range(0, System.Enum.GetValues(typeof(Utility.Emotions)).Length); correctScore = PlayerPrefs.GetInt("CorrectScore" + currentDay); wrongScore = PlayerPrefs.GetInt("WrongScore" + currentDay); requiredEmotionImage.sprite = emotionFaces[(int)requiredEmotion]; switch (requiredEmotion) { case Utility.Emotions.Happiness: requiredEmotionImage.color = Color.yellow; break; case Utility.Emotions.Anger: requiredEmotionImage.color = Color.red; break; case Utility.Emotions.Sadness: requiredEmotionImage.color = Color.blue; break; case Utility.Emotions.Fear: requiredEmotionImage.color = Color.gray; break; } }
public Phrase[] GetRandomPhrases(Utility.Emotions feelingID) { Phrase[] temp = new Phrase[3]; int randEmotion = (int)feelingID, index = 0; Phrase previousPhrase = new Phrase(); while (index < 3) { temp[index] = GetRandomPhrase((Utility.Emotions)randEmotion); if (index == 0 || !(previousPhrase.GetAnswerPhrase().Equals(temp[index].GetAnswerPhrase()))) { previousPhrase = temp[index]; index++; } while (randEmotion == (int)feelingID) { randEmotion = Random.Range(0, System.Enum.GetValues(typeof(Utility.Emotions)).Length); } } for (int i = 0; i < 5; i++) { swapLocalArray(temp, Random.Range(0, 3), Random.Range(0, 3)); } return(temp); }
int ramdomizeForEva(Utility.Emotions notThisNumber) { int returnthisnumber = 0; do { returnthisnumber = Random.Range(0, 4); } while (returnthisnumber == (int)notThisNumber); return(returnthisnumber); }
public Phrase GetRandomPhrase(Utility.Emotions feeling) { Phrase temp = new Phrase(); switch (feeling) { case Utility.Emotions.Happiness: temp = HappyPhrases[Random.Range(0, HappyPhrases.Length)]; break; case Utility.Emotions.Anger: temp = AngryPhrases[Random.Range(0, AngryPhrases.Length)]; break; case Utility.Emotions.Sadness: temp = SadPhrases[Random.Range(0, SadPhrases.Length)]; break; case Utility.Emotions.Fear: temp = FearPhrases[Random.Range(0, FearPhrases.Length)]; break; } return(temp); }