void Update() { if (agentComponent.IsWounded() || oAgentComponent.IsWounded()) { UpdateAppraisalStatus(); endTime = Time.time; FinishFight(); } else { if (oAgentComponent.role == (int)RoleName.Police) { agentComponent.AddDamage(0.1f); //extra damage if opponent is a police } else { agentComponent.AddDamage(0.05f); } agentComponent.SteerTo(opponent.transform.position); transform.rotation = Quaternion.LookRotation(opponent.transform.position - transform.position, Vector3.up); //Send message to others to watch this fight foreach (GameObject c in agentComponent.collidingAgents) { if (c.GetComponent <AgentComponent>().role == (int)RoleName.Protester && c.GetComponent <AgentComponent>().IsVisible(this.gameObject, Mathf.PI / 2f) && c.GetComponent <AgentComponent>().IsFighting() == false && c.GetComponent <ProtesterBehavior>().isWatchingFight == false) { if (c.GetComponent <AffectComponent>().personality[(int)OCEAN.E] > 0) //intervene if assertive { c.GetComponent <AgentComponent>().SteerTo((transform.position + opponent.transform.position) / 2f); watchers.Add(c); c.GetComponent <ProtesterBehavior>().isWatchingFight = true; } else if (c.GetComponent <AffectComponent>().personality[(int)OCEAN.O] > 0) //watch if curious { c.GetComponent <SteeringController>().Stop(true); c.GetComponent <AgentComponent>().Watch((transform.position + opponent.transform.position) / 2f); watchers.Add(c); c.GetComponent <ProtesterBehavior>().isWatchingFight = true; } } } } }
void Update() { const float fearThreshold = 0.1f; if (agentComponent.IsDead()) { Destroy(GetComponent <ExplosionBehavior>()); } if (explosion) { dist = (transform.position - explosion.transform.position).magnitude; if (dist < 5f) //add even more damage { agentComponent.AddDamage(0.15f); } else if (dist < 10f) //add more damage { agentComponent.AddDamage(0.1f); } else if (dist < 15f) { agentComponent.AddDamage(0.05f); } //Wait until fear is above some threshold before reacting if (GetComponent <AffectComponent>().emotion[(int)EType.Fear] > fearThreshold) { agentComponent.DeactivateOtherBehaviors(); agentComponent.CurrAction = ""; if (GetComponent <AffectComponent>().IsMood((int)MoodType.Anxious) || GetComponent <AffectComponent>().personality[(int)OCEAN.N] > 0) { agentComponent.IncreasePanic(); } agentComponent.SteerFrom(explosion.transform.position); // agentComponent.SteerTo(escapePos); } } //Explosion is over else { if (isOver == false) { isOver = true; if (agentComponent.IsWounded()) { //change fear to fearsconfirmed appraisal.RemoveGoal("explosion", AppDef.Displeased, AppDef.ConsequenceForSelf, AppDef.ProspectRelevant); appraisal.AddGoal("explosion", 1.0f, AppDef.Displeased, AppDef.ConsequenceForSelf, AppDef.ProspectRelevant, AppDef.Confirmed); } else { //change fear to relief appraisal.RemoveGoal("explosion", AppDef.Displeased, AppDef.ConsequenceForSelf, AppDef.ProspectRelevant); appraisal.AddGoal("explosion", 0.7f, AppDef.Displeased, AppDef.ConsequenceForSelf, AppDef.ProspectRelevant, AppDef.Disconfirmed); } } agentComponent.DecreasePanic(); //wait until fear is below some threshold if (GetComponent <AffectComponent>().emotion[(int)EType.Fear] < fearThreshold) { agentComponent.ReactivateOtherBehaviors(); agentComponent.CalmDown(); Destroy(this); } } }