Example #1
0
    // 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);
    }
Example #2
0
    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;
        }
    }
Example #3
0
    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);
    }
Example #4
0
    int ramdomizeForEva(Utility.Emotions notThisNumber)
    {
        int returnthisnumber = 0;

        do
        {
            returnthisnumber = Random.Range(0, 4);
        } while (returnthisnumber == (int)notThisNumber);

        return(returnthisnumber);
    }
Example #5
0
    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);
    }