Class that represents a agent's mood.
 private ConcreteEmotionalState()
 {
     this.m_defaultEmotionalDisposition = new EmotionDisposition("*", 1, 1);
     this.emotionPool = new Dictionary<string, ActiveEmotion>();
     this.emotionDispositions = new Dictionary<string, EmotionDisposition>();
     this.mood = new Mood();
 }
            public void SetObjectData(ISerializationData dataHolder, ISerializationContext context)
            {
                if(emotionPool==null)
                    emotionPool = new Dictionary<string, ActiveEmotion>();
                else
                    emotionPool.Clear();

                if(emotionDispositions==null)
                    emotionDispositions = new Dictionary<string, EmotionDisposition>();
                else
                    emotionDispositions.Clear();

                if(mood==null)
                    mood = new Mood();

                m_parent = dataHolder.GetValue<EmotionalAppraisalAsset>("Parent");
                mood.SetMoodValue(dataHolder.GetValue<float>("Mood"), m_parent);
                var dispositions = dataHolder.GetValue<EmotionDisposition[]>("EmotionDispositions");
                EmotionDisposition defaultDisposition = null;
                foreach (var disposition in dispositions)
                {
                    if (string.Equals(disposition.Emotion, "*", StringComparison.InvariantCultureIgnoreCase))
                    {
                        if (defaultDisposition == null)
                            defaultDisposition = disposition;
                    }
                    else
                        emotionDispositions.Add(disposition.Emotion, disposition);
                }
                if (defaultDisposition == null)
                    defaultDisposition = new EmotionDisposition("*",1,1);
                m_defaultEmotionalDisposition = defaultDisposition;

                context.PushContext();
                {
                    context.Context = m_parent.Tick;

                    var emotions = dataHolder.GetValue<ActiveEmotion[]>("EmotionalPool");
                    foreach (var emotion in emotions)
                    {
                        var hash = calculateHashString(emotion, m_parent.m_am);
                        emotionPool.Add(hash, emotion);
                    }
                }
                context.PopContext();
            }