public void AddEmotion(EmotionDTO newEmotion)
        {
            var resultingEmotion = _emotionalAppraisalAsset.AddActiveEmotion(newEmotion);

            Emotions.DataSource.Add(resultingEmotion);
            Emotions.Refresh();
        }
Exemple #2
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 /// <summary>
 /// Set State to Off/On for an emotion
 /// </summary>
 /// <param name="emotion">Emotion to set the state of</param>
 /// <param name="emotionState">Off/On state</param>
 public void SetEmotionState(Emotions emotion, bool emotionState)
 {
     if (IsRunning)
     {
         nativePlatform.SetEmotionState((int)emotion, emotionState);
     }
 }
        private string DescribeEmotion(Emotions topEmotion)
        {
            switch (topEmotion)
            {
            case Emotions.Neutral:
                return("");

            case Emotions.Happiness:
                return("Glad you're happy. Get back to work.");

            case Emotions.Anger:
                return("Yeah, you show that code who's boss! #AnAngryDevIsAProductiveDev");

            case Emotions.Contempt:
                return("Code reviews... Aren't they the worst?");

            case Emotions.Disgust:
                return("Yeah... probably should've taken a bathroom break a long time ago. Too late now.");

            case Emotions.Fear:
                return("Those deadlines sure come up fast, don't they?");

            case Emotions.Sadness:
                return("You seem sad. Is it because you didn't get any swag at Build?");

            case Emotions.Surprise:
                return("You seem surprised, I hope it's nothing serious...");

            default:
                return("");
            }
        }
        public void NotifyEmotions(Emotions type, uint netId)
        {
            // convert type
            EmotionType targetType;

            switch (type)
            {
            case Emotions.DANCE:
                targetType = EmotionType.DANCE;
                break;

            case Emotions.TAUNT:
                targetType = EmotionType.TAUNT;
                break;

            case Emotions.LAUGH:
                targetType = EmotionType.LAUGH;
                break;

            case Emotions.JOKE:
                targetType = EmotionType.JOKE;
                break;

            case Emotions.UNK:
                targetType = (EmotionType)type;
                break;

            default:
                throw new ArgumentOutOfRangeException(nameof(type), type, null);
            }

            var packet = new EmotionPacketResponse((byte)targetType, netId);

            _packetHandlerManager.BroadcastPacket(packet, Channel.CHL_S2C);
        }
 public void UpdateEmotion(EmotionDTO oldEmotion, EmotionDTO newEmotion)
 {
     _emotionalAppraisalAsset.RemoveEmotion(oldEmotion);
     _emotionalAppraisalAsset.AddActiveEmotion(newEmotion);
     Emotions.DataSource = _emotionalAppraisalAsset.ActiveEmotions.ToList();
     Emotions.Refresh();
 }
Exemple #6
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    private void SetMotionStyleID(Emotions emotion)
    {
        switch (emotion)
        {
        case Emotions.happy:
            animManager.ChangeToWalkNeutral();
            break;

        case Emotions.sad:
            animManager.ChangeToWalkSad();
            break;

        case Emotions.mad:
            animManager.ChangeToWalkAngry();
            break;

        case Emotions.anxious:
            animManager.ChangeToWalkSad();
            break;

        case Emotions.loveing:
            animManager.ChangeToWalkNeutral();
            break;
        }
    }
 public void UpdateEmotion(EmotionDTO oldEmotion, EmotionDTO newEmotion)
 {
     _rpcAsset.RemoveEmotion(oldEmotion);
     _rpcAsset.AddActiveEmotion(newEmotion);
     Emotions.DataSource = _rpcAsset.GetAllActiveEmotions().ToList();
     Emotions.Refresh();
 }
Exemple #8
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    // Update is called once per frame
    void Update()
    {
        GetComponent <Animator> ().SetInteger("EmotionState", (int)emotion);

        if (Input.GetKeyDown(KeyCode.Space))
        {
            switch (emotion)
            {
            case Emotions.NORMAL:
                emotion = Emotions.HAPPY;
                break;

            case Emotions.HAPPY:
                emotion = Emotions.SCARED;
                break;

            case Emotions.SCARED:
                emotion = Emotions.ANGRY;
                break;

            case Emotions.ANGRY:
                emotion = Emotions.SAD;
                break;

            case Emotions.SAD:
                emotion = Emotions.NORMAL;
                break;
            }
        }
    }
Exemple #9
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        public async Task Invoke(aiAuthdbContext dbContext, CancellationToken cancellationToken)
        {
            aiAuthdbContext _context         = dbContext;
            List <Emotions> _emotions        = _context.Emotions.ToList();
            List <Objects>  _objects         = _context.Objects.ToList();
            int             numberOfEmotions = new Random().Next(1, 3);

            // Create a new list
            if (Auth.Current == null)
            {
                Auth.Current = new Auth();
            }

            Auth.Current.items.Clear();

            // Add the new AuthAction emotions to the static class list
            for (int i = 1; i <= numberOfEmotions; i++)
            {
                Emotions   temp      = GetRandomEmotion(_emotions);
                AuthAction newaction = new AuthAction {
                    name = temp.Name, description = temp.Description
                };
                Auth.Current.items.Add(newaction);
            }

            Objects    tempObject      = GetRandomObjects(_objects);
            AuthAction newActionObject = new AuthAction {
                name = tempObject.Name, description = tempObject.Description
            };

            Auth.Current.items.Add(newActionObject);
        }
Exemple #10
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        public void AddEmotion(EmotionDTO newEmotion)
        {
            var resultingEmotion = _rpcAsset.AddActiveEmotion(newEmotion);

            Emotions.DataSource.Add(resultingEmotion);
            Emotions.Refresh();
            _mainForm.SetModified();
        }
Exemple #11
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 public DialogueObject(DialogueTarget speaker, string text, float speed, Emotions emotion, [CanBeNull] AudioSource sound)
 {
     Speaker = speaker;
     Text    = text;
     Speed   = speed;
     Feels   = emotion;
     Sound   = sound;
 }
Exemple #12
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 // Use this for initialization
 void Start()
 {
     targetEmotion = Emotions.Joy; //Standard Joy, remove this
     emotions      = GetComponent <PlayerEmotions>();
     img.sprite    = neutral;
     TotalScore    = 0;
     graph         = GetComponent <ScoreGraph>();
 }
    public void ChangeTarget()
    {
        ImageEnum imageEnum = images [Random.Range(0, images.Count)];

        target.sprite = imageEnum.image;
        this.emotion  = imageEnum.emotion;
        scoreManager.SetTarget(this.emotion);
    }
Exemple #14
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        public void SetEmotion(Emotions emotion, bool isHero = false)
        {
            if (_cacheSprites.ContainsKey(emotion))
            {
                _image.sprite = _cacheSprites[emotion];
            }

            transform.localScale = new Vector3(isHero ? -1 : 1, 1, 1);
        }
 public void RemoveEmotions(IList <EmotionDTO> emotionsToRemove)
 {
     foreach (var emotion in emotionsToRemove)
     {
         _emotionalAppraisalAsset.RemoveEmotion(emotion);
     }
     Emotions.DataSource = _emotionalAppraisalAsset.ActiveEmotions.ToList();
     Emotions.Refresh();
 }
Exemple #16
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        /// <summary>
        /// Extension "On" method for the emotion to simplify the mask
        /// </summary>
        public static bool On(this Emotions emotion, Emotions value)
        {
            //The layermask in Unity uses bitmask values for the selection.
            //Find the value they mask with by pow(2, num);

            int unityVal = (int)Mathf.Pow(2, (int)value);

            return(((int)emotion & unityVal) == unityVal);
        }
Exemple #17
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 public void PlayCustomReaction(string key)
 {
     if (reactions.ContainsKey(key))
     {
         Emotions emotion = reactions[key];
         AddExperience(emotion, 101);
         PlayReaction(emotion);
     }
 }
Exemple #18
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 //--------------------------------------------------------------------------------------------------------------------
 // - Set Emotion
 //--------------------------------------------------------------------------------------------------------------------
 public void SetEmotionIndex(Emotions emotion, uint index)
 {
     // If the current mood is being replaced, replace it actively
     if (Emotion == emotion)
     {
         Index = index;
     }
     EmotionIndex[(int)emotion] = index;
 }
 public void RemoveEmotions(IList <EmotionDTO> emotionsToRemove)
 {
     foreach (var emotion in emotionsToRemove)
     {
         _rpcAsset.RemoveEmotion(emotion);
     }
     Emotions.DataSource = _rpcAsset.GetAllActiveEmotions().ToList();
     Emotions.Refresh();
 }
Exemple #20
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 void ShuffleEmotionsList(List <Emotions> emotionList)
 {
     for (int i = emotionList.Count - 1; i > 0; i--)
     {
         int      rand = Random.Range(0, i);
         Emotions temp = emotionList[i];
         emotionList[i]    = emotionList[rand];
         emotionList[rand] = temp;
     }
 }
Exemple #21
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    public override void onImageResults(Dictionary <int, Face> faces)
    {
        if (finished)
        {
            return;
        }

        foreach (KeyValuePair <int, Face> pair in faces)
        {
            Face face = pair.Value;

            Emotions emotion = Emotions.Joy;

            switch (GameVariables.currentEmotion)
            {
            case "joy":
                emotion = Emotions.Joy;
                break;

            case "fear":
                emotion = Emotions.Fear;
                break;

            case "disgust":
                emotion = Emotions.Disgust;
                break;

            case "sadness":
                emotion = Emotions.Sadness;
                break;

            case "anger":
                emotion = Emotions.Anger;
                break;

            case "surprise":
                emotion = Emotions.Surprise;
                break;
            }

            float currentEmotion = 0;

            face.Emotions.TryGetValue(emotion, out currentEmotion);

            emotionValue.text = "" + (int)currentEmotion + "/100";

            if (currentEmotion > 70)
            {
                winText.SetActive(true);
                finished = true;

                StartCoroutine(OpenJatekScene());
            }
        }
    }
    /// <summary>
    /// Given a word, we want to add the word and the synonyms to the dictionary (given
    /// that it's a valid word) and save it. Then we want to pass the word off
    /// to the controller that will convert it into a list of EmotionIdeals.
    /// </summary>
    /// <param name="word">The word with its synonyms. Note this word could be garbage!</param>
    /// <returns></returns>
    private static Word CallMeWhenDonePingingServer(Word word)
    {
        Debug.Log("New synonym done pinging server for word: " + word.GetWord());
        string wordStr = word.GetWord();

        if (word.IsGarbage())
        {
            Debug.Log("word '" + word.GetWord() + "' thrown away, since it's garbage");
            return(word);
        }
        //TO-DO: Now that we have the filled word, we need to get the EmotionIdeal it represents!
        List <EmotionModel.EmotionIdeal> emoIdealList = new List <EmotionModel.EmotionIdeal>();

        EmotionModel.EmotionIdeal emotionIdeal = Emotions.GetEmotionIdealAssociated(word.GetWord());
        if (emotionIdeal != EmotionModel.EmotionIdeal.None)
        {
            emoIdealList.Add(emotionIdeal);
        }
        foreach (string synonym in word.GetSynonyms())
        {
            emotionIdeal = Emotions.GetEmotionIdealAssociated(synonym);
            if (emotionIdeal != EmotionModel.EmotionIdeal.None)
            {
                emoIdealList.Add(emotionIdeal);
            }
        }

        if (emoIdealList.Count > 0)
        {
            //pick a random emotion ideal in the list
            int randIndex = Random.Range(0, emoIdealList.Count - 1);

            emotionIdeal = emoIdealList[randIndex];

            //And then have it affect the emotional model
            MySQLDictionary.AddEntry(wordStr, emotionIdeal);
            EmotionModel.ChangeStateByAddingEmotions(emotionIdeal);
        }

        else
        {
            Debug.Log("Word: " + word.GetWord() + " : has no associated emotion ideal");
        }

        ////add the new word to the dictionary
        //SynonymDictionary.Add(word.GetWord(), word.GetSynonyms());
        //
        ////If we should save, do it
        //if (Time.time - SynonymDictionary.LastSave > SynonymDictionary.MIN_TIME_BETWEEN_SAVES)
        //{
        //    SynonymDictionary.SaveSynonymDictionary();
        //}

        return(word);
    }
 public void AddEmotion(UserOrNpcInfo target, Emotion emotion)
 {
     if (Emotions.ContainsKey(target))
     {
         Emotions[target] = emotion;
     }
     else
     {
         Emotions.Add(target, emotion);
     }
 }
    void AnimationGUI()
    {
        GUILayout.Label("Animation", EditorStyles.boldLabel);
        emotion = (Emotions)EditorGUILayout.EnumPopup("Emotions", emotion, GUILayout.Width(300));
        //GUILayout.BeginArea(new Rect(0,0,100,100));
        GUILayout.Label(emotion.ToString() + ":");

        currentAnimation = SetAnimation(emotion);

        currentAnimation [0] = EditorGUILayout.ObjectField("Frame 1 :", currentAnimation [0], typeof(Sprite), true) as Sprite;
        currentAnimation [1] = EditorGUILayout.ObjectField("Frame 2 :", currentAnimation [1], typeof(Sprite), true) as Sprite;
    }
Exemple #25
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 public void OnTriggerExit2D(Collider2D p_collider)
 {
     if (p_collider.tag == "Player")
     {
         if (_playerEmotions == null)
         {
             _playerEmotions = p_collider.GetComponent <Emotions>();
         }
         _playerEmotions.IsRaisingEmotion(false, 0f);
         _isRaising = false;
     }
 }
    Sprite[] SetAnimation(Emotions _emo)
    {
        Sprite[] _spriteArray = null;
        switch (_emo)
        {
        case Emotions.Neutral:
            currentCharacter.neutralSprites = SpriteInitialiseur(currentCharacter.neutralSprites);
            _spriteArray = currentCharacter.neutralSprites;
            break;

        case Emotions.Angry:
            currentCharacter.angrySprites = SpriteInitialiseur(currentCharacter.angrySprites);
            _spriteArray = currentCharacter.angrySprites;
            break;

        case Emotions.Proud:
            currentCharacter.proudSprites = SpriteInitialiseur(currentCharacter.proudSprites);
            _spriteArray = currentCharacter.proudSprites;
            break;

        case Emotions.Mocking:
            currentCharacter.mockingSprites = SpriteInitialiseur(currentCharacter.mockingSprites);
            _spriteArray = currentCharacter.mockingSprites;
            break;

        case Emotions.Gay:
            currentCharacter.gaySprites = SpriteInitialiseur(currentCharacter.gaySprites);
            _spriteArray = currentCharacter.gaySprites;
            break;

        case Emotions.Surprised:
            currentCharacter.surprisedSprites = SpriteInitialiseur(currentCharacter.surprisedSprites);
            _spriteArray = currentCharacter.surprisedSprites;
            break;

        case Emotions.Happy:
            currentCharacter.happySprites = SpriteInitialiseur(currentCharacter.happySprites);
            _spriteArray = currentCharacter.happySprites;
            break;

        case Emotions.Thinking:
            currentCharacter.thinkingSprites = SpriteInitialiseur(currentCharacter.thinkingSprites);
            _spriteArray = currentCharacter.thinkingSprites;
            break;

        default:
            Debug.LogError("No Emmotion allowed");
            break;
        }

        return(_spriteArray);
    }
    public ITagValue RegisterEmotionOnCurrentContact(Emotions emotion)
    {

      if (!this.IsTracking())
        return null;

      //Register the emotion on the contact
      if (Sitecore.Analytics.Tracker.Current.Contact.Tags.Find("Emotion") != null)
        return Sitecore.Analytics.Tracker.Current.Contact.Tags.Set("Emotion", emotion.ToString());
      else
        return Sitecore.Analytics.Tracker.Current.Contact.Tags.Add("Emotion", emotion.ToString());

    }
 protected override void _init_cache()
 {
     base._init_cache();
     if (!transform_avatar)
     {
         Debug.LogError(string.Format(
                            "el avatar '{0}' no tiene modelo asignado se intade de buscar" +
                            "uno",
                            helper.game_object.name.full(this)));
         transform_avatar = transform.Find("model");
     }
     emotion = emotion;
 }
Exemple #29
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    private void HandleCastMember(CharacterRoster cast, Emotions emotions)
    {
        var member = callSheet.Find(x => x.characterRoster == cast);

        if (!currentActor || currentActor.runtimeAnimatorController != member.animatorPrefab.runtimeAnimatorController)
        {
            if (currentActor)
            {
                Destroy(currentActor.gameObject);
            }
            currentActor = BuildCastMember(member.animatorPrefab);
        }
        SetCastEmotion(emotions);
    }
Exemple #30
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 public void SetCastEmotion(Emotions emotions)
 {
     if (currentActor)
     {
         try
         {
             currentActor.Play(emotions.ToString(), 0);
         }
         catch (System.Exception e)
         {
             Debug.LogException(e);
         }
     }
 }
        //public bool IsDublicate { get; } = false;

        //static int[] emotionIDsChecked = new int[8];
        //static int index = -1;

        public Score(Emotions emotion)
        {
            this.Emotion   = emotion;
            this.EmotionID = (int)emotion;

            switch (emotion)
            {
            case Emotions.Anger:
                this.Glyph = "😠";
                break;

            case Emotions.Contempt:
                this.Glyph = "🙄";
                break;

            case Emotions.Disgust:
                this.Glyph = "😖";
                break;

            case Emotions.Fear:
                this.Glyph = "😨";
                break;

            case Emotions.Happiness:
                this.Glyph = "😁";
                break;

            case Emotions.Neutral:
                this.Glyph = "😐";
                break;

            case Emotions.Sadness:
                this.Glyph = "😢";
                break;

            case Emotions.Surprise:
                this.Glyph = "😯";
                break;
            }

            //for (int i = 0; i < index; i++)
            //{
            //    if (emotionIDsChecked[index] == this.EmotionID)
            //        IsDublicate = true;
            //}

            //if (!IsDublicate)
            //    emotionIDsChecked[++index] = this.EmotionID;
        }
    public void InstantiateEmoticon( Emotions emoticon )
    {
        _emoticon.SetTexture( ( int ) emoticon );

        StopAllCoroutines();
        StartCoroutine( ResetCurrentEmotionState() );

        //  We'll check if he's currently already doing something with his hands
        //  so, for instance, he doesn't cheer whilst holding a boulder
        if ( _companionScript.currentAction == Character.CharacterAction.None ||
             _companionScript.currentAction == Character.CharacterAction.Waiting )
        {
            currentEmoticon = _emoticonStates
                [( int ) emoticon]
                [Random.Range( 0, _emoticonStates[( int ) emoticon].Length )];
        }
    }
Exemple #33
0
    void State()
    {
        switch (SlotItem.name) {
        case "AnxiousMemory":
            emotion = Emotions.Anxious;
            break;
        case "FearMemory":
            emotion = Emotions.Fear;
            break;
        case "JoyfulMemory":
            emotion = Emotions.Happy;
            break;
        case "AngryMemory":
            emotion = Emotions.Anger;
            break;
        case "SadMemory":
            emotion = Emotions.Sad;
            break;
        case "ConfusedMemory":
            emotion = Emotions.Confused;
            break;

        }
    }
Exemple #34
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        /// <summary>
        /// Extension "On" method for the emotion to simplify the mask
        /// </summary>
        public static bool On(this Emotions emotion, Emotions value)
        {
            //The layermask in Unity uses bitmask values for the selection.
            //Find the value they mask with by pow(2, num);

            int unityVal = (int)Mathf.Pow(2, (int)value);

            return ((int)emotion & unityVal) == unityVal;
        }
Exemple #35
0
        public static void SendSaveEmotion(int itemNum, Emotions.Emotion emotion)
        {
            TcpPacket packet = new TcpPacket("saveemoticon");

            packet.AppendParameters(
                itemNum.ToString(),
                emotion.Command,
                emotion.Pic.ToString()
                );

            packet.FinalizePacket();

            SendPacket(packet);
        }
Exemple #36
0
 /// <summary>
 /// Set State to Off/On for an emotion
 /// </summary>
 /// <param name="Emotion">Emotion to set the state of</param>
 /// <param name="State">Off/On state</param>
 public void SetEmotionState(Emotions Emotion, bool State)
 {
     if (IsRunning)
         nativePlatform.SetEmotionState ((int)Emotion, State);
 }
Exemple #37
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        /// <summary>
        /// This is a sync execution of \emotions rest call. 
        /// It returns JsonResponse&lt;Emotions.Response&gt;
		/// Here comes request Comments:
		///<para>获取微博官方表情的详细信息 </para>
		///<para>URL:</para>
		///<para>	https://api.weibo.com/2/emotions.json</para>
		///<para>支持格式:</para>
		///<para>	JSON</para>
		///<para>HTTP请求方式:</para>
		///<para>	GET</para>
		///<para>是否需要登录:</para>
		///<para>	是  关于登录授权,参见 如何登录授权</para>
		///<para>访问授权限制:</para>
		///<para>	访问级别:普通接口  频次限制:否  关于频次限制,参见 接口访问权限说明</para>
		///<para>注意事项:</para>
		///<para>	无</para>
		///<para></para>
        /// </summary>
        public JsonResponse<Emotions.Response> ExecuteEmotions(Emotions.Request request)
        {
            return ExecuteEmotionsAsync(request).Result;
        }
Exemple #38
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        /// <summary>
        /// This is a async request of \emotions rest call. 
        ///It returns JsonResponse&lt;Stream&gt;
		/// Here comes request Comments:
		///<para>获取微博官方表情的详细信息 </para>
		///<para>URL:</para>
		///<para>	https://api.weibo.com/2/emotions.json</para>
		///<para>支持格式:</para>
		///<para>	JSON</para>
		///<para>HTTP请求方式:</para>
		///<para>	GET</para>
		///<para>是否需要登录:</para>
		///<para>	是  关于登录授权,参见 如何登录授权</para>
		///<para>访问授权限制:</para>
		///<para>	访问级别:普通接口  频次限制:否  关于频次限制,参见 接口访问权限说明</para>
		///<para>注意事项:</para>
		///<para>	无</para>
		///<para></para>
        /// </summary>
        public async Task<JsonResponse<Stream>> RequestEmotionsAsync (
            Emotions.Request request,
            CancellationToken cancellationToken=default(CancellationToken),
            IProgress<ProgressReport> progress=null)			
        {
            return await _requestEmotionsMethod.GetResponseAsync(request, cancellationToken, progress);
        }
Exemple #39
0
        /// <summary>
        /// This is a sync request of \emotions rest call.
        ///It returns JsonResponse&lt;Stream&gt;
		/// Here comes request Comments:
		///<para>获取微博官方表情的详细信息 </para>
		///<para>URL:</para>
		///<para>	https://api.weibo.com/2/emotions.json</para>
		///<para>支持格式:</para>
		///<para>	JSON</para>
		///<para>HTTP请求方式:</para>
		///<para>	GET</para>
		///<para>是否需要登录:</para>
		///<para>	是  关于登录授权,参见 如何登录授权</para>
		///<para>访问授权限制:</para>
		///<para>	访问级别:普通接口  频次限制:否  关于频次限制,参见 接口访问权限说明</para>
		///<para>注意事项:</para>
		///<para>	无</para>
		///<para></para>
        /// </summary>
        public JsonResponse<Stream> RequestEmotions(Emotions.Request request)
        {
            return RequestEmotionsAsync(request).Result;
        }