private void HandleEmotion(Emotion previousEmotion, Emotion emotion) { //TODO: Handle emotion (if feared then heal or sth), maybe take shooter and special power if feared if (Emotion.Scared.Equals(emotion) || Emotion.Sad.Equals(emotion)) { Heal((int)(0.1 * maxHealth)); } else if (Emotion.Angry.Equals(emotion)) { if (Emotion.Angry.Equals(previousEmotion)) { if (playerShooter != null) { playerShooter.ExecuteSpecial(); } } } else if (Emotion.Happy.Equals(emotion) || Emotion.Excited.Equals(emotion)) { if (Emotion.Happy.Equals(previousEmotion) || Emotion.Excited.Equals(previousEmotion)) { TakeDamage((int)(0.2 * health)); } } else if (Emotion.Neutral.Equals(emotion) || Emotion.Tired.Equals(emotion) || Emotion.Relaxed.Equals(emotion)) { if (Emotion.Neutral.Equals(previousEmotion) || Emotion.Tired.Equals(previousEmotion) || Emotion.Relaxed.Equals(previousEmotion)) { TakeDamage((int)(0.4 * health)); } } }