void Awake() { m_hamsterdata = new HamsterData(); LoadData(); //Get past data //Calculate the time it took from //when the game last ended to when it began //and see how many seconds have passed since then float OldHours = m_hamsterdata.Hours; float OldMinutes = m_hamsterdata.Minutes; float OldSeconds = m_hamsterdata.Seconds; float SystemHour = System.DateTime.Now.Hour; float SystemMinute = System.DateTime.Now.Minute; float SystemSecond = System.DateTime.Now.Second; //If the time passes midnight, the hour turns to 0. //This means that we have to make sure that the total //is more than OldHours. if (SystemHour < OldHours) { SystemHour += 24.0f; } float difhour = SystemHour - OldHours; float difmin = SystemMinute - OldMinutes; float difsec = SystemSecond - OldSeconds; //Make sure the time is positive if (difhour < 0.0f) { difhour = -difhour; } if (difmin < 0.0f) { difmin = -difmin; } if (difsec < 0.0f) { difsec = -difsec; } float hourinsecs = ((difhour * 60) * 60); float minuteinsecs = (difmin * 60); totalTimeMissedInSecs = hourinsecs + minuteinsecs + difsec; //Set up Starting Emotions m_pleasure = m_hamsterdata.Pleasure; m_dominance = m_hamsterdata.Dominance; m_arousal = m_hamsterdata.Arousal; m_emotion = m_hamsterdata.Emotion; }
void Check(string _action) { ErrorChecking(); if (m_pleasure == 0.0f && m_arousal == 0.0f && m_dominance == 0.0f) { //Neutral m_emotion = CURRENT_EMOTION.Neutral; Debug.Log(m_emotion.ToString()); //m_animator.SetCurrentEmotion(0); m_Text.SetDisplay(m_emotion.ToString() + " P: " + m_pleasure.ToString() + " A: " + m_arousal.ToString() + " D: " + m_dominance.ToString()); } else if ((m_pleasure >= 0.0f && m_pleasure <= 0.03f) && (m_arousal >= 0.0f && m_arousal <= 0.05f) && (m_dominance >= 0.0f && m_arousal <= 0.05f)) { //passive Happy m_emotion = CURRENT_EMOTION.PassiveHappy; Debug.Log(m_emotion.ToString()); //m_animator.SetCurrentEmotion(0); m_Text.SetDisplay(m_emotion.ToString() + " P: " + m_pleasure.ToString() + " A: " + m_arousal.ToString() + " D: " + m_dominance.ToString()); } else if ((m_pleasure <= 0.0f && m_pleasure >= -0.03f) && (m_arousal <= 0.0f && m_arousal >= -0.05f) && (m_dominance <= 0.0f && m_arousal >= -0.05f)) { //Passive Sad m_emotion = CURRENT_EMOTION.PassiveSad; Debug.Log(m_emotion.ToString()); //m_animator.SetCurrentEmotion(0); m_Text.SetDisplay(m_emotion.ToString() + " P: " + m_pleasure.ToString() + " A: " + m_arousal.ToString() + " D: " + m_dominance.ToString()); } // HAPPY EMOTIONS else if (m_pleasure > 0.0f && m_arousal > 0.0f && m_dominance > 0.0f) { //Exuberant m_emotion = CURRENT_EMOTION.Exuberant; Debug.Log(m_emotion.ToString()); //m_animator.SetCurrentEmotion(0); m_Text.SetDisplay(m_emotion.ToString() + " P: " + m_pleasure.ToString() + " A: " + m_arousal.ToString() + " D: " + m_dominance.ToString()); } else if (m_pleasure > 0.0f && m_arousal > 0.0f && m_dominance <= 0.0f) { //Dependant m_emotion = CURRENT_EMOTION.Dependant; Debug.Log(m_emotion.ToString()); //m_animator.SetCurrentEmotion(0); m_Text.SetDisplay(m_emotion.ToString() + " P: " + m_pleasure.ToString() + " A: " + m_arousal.ToString() + " D: " + m_dominance.ToString()); } else if (m_pleasure > 0.0f && m_arousal <= 0.0f && m_dominance > 0.0f) { //Relaxed m_emotion = CURRENT_EMOTION.Relaxed; Debug.Log(m_emotion.ToString()); //m_animator.SetCurrentEmotion(0); m_Text.SetDisplay(m_emotion.ToString() + " P: " + m_pleasure.ToString() + " A: " + m_arousal.ToString() + " D: " + m_dominance.ToString()); } else if (m_pleasure > 0.0f && m_arousal <= 0.0f && m_dominance <= 0.0f) { //Docile m_emotion = CURRENT_EMOTION.Docile; Debug.Log(m_emotion.ToString()); //m_animator.SetCurrentEmotion(0); m_Text.SetDisplay(m_emotion.ToString() + " P: " + m_pleasure.ToString() + " A: " + m_arousal.ToString() + " D: " + m_dominance.ToString()); } //SAD EMOTIONS else if (m_pleasure < -0.0f && m_arousal < -0.0f && m_dominance < -0.0f) { //Bored m_emotion = CURRENT_EMOTION.Bored; Debug.Log(m_emotion.ToString()); //m_animator.SetCurrentEmotion(0); m_Text.SetDisplay(m_emotion.ToString() + " P: " + m_pleasure.ToString() + " A: " + m_arousal.ToString() + " D: " + m_dominance.ToString()); } else if (m_pleasure < -0.0f && m_arousal < -0.0f && m_dominance >= 0.0f) { //Disdainful m_emotion = CURRENT_EMOTION.Disdainful; Debug.Log(m_emotion.ToString()); //m_animator.SetCurrentEmotion(0); m_Text.SetDisplay(m_emotion.ToString() + " P: " + m_pleasure.ToString() + " A: " + m_arousal.ToString() + " D: " + m_dominance.ToString()); } else if (m_pleasure < -0.0f && m_arousal >= 0.0f && m_dominance < -0.0f) { //Anxious m_emotion = CURRENT_EMOTION.Anxious; Debug.Log(m_emotion.ToString()); //m_animator.SetCurrentEmotion(0); m_Text.SetDisplay(m_emotion.ToString() + " P: " + m_pleasure.ToString() + " A: " + m_arousal.ToString() + " D: " + m_dominance.ToString()); } else if (m_pleasure < -0.0f && m_arousal >= 0.0f && m_dominance >= 0.0f) { //Hostile m_emotion = CURRENT_EMOTION.Hostile; Debug.Log(m_emotion.ToString()); //m_animator.SetCurrentEmotion(0); m_Text.SetDisplay(m_emotion.ToString() + " P: " + m_pleasure.ToString() + " A: " + m_arousal.ToString() + " D: " + m_dominance.ToString()); } float hour = System.DateTime.Now.Hour; float min = System.DateTime.Now.Minute; float sec = System.DateTime.Now.Second; txtTime.Add(hour + ":" + min + ":" + sec); //txtTime.Add(System.DateTime.Now.TimeOfDay.ToString()); txtP.Add(m_pleasure); txtA.Add(m_arousal); txtD.Add(m_dominance); txtEmotion.Add(m_emotion); txtAction.Add(_action); }