void ConstructStateVector() { hunger = personality.hunger; energy = personality.energy; wealth = personality.wealth; mood = personality.mood; temper = personality.temper; sociability = personality.sociability; soberness = personality.soberness; resources = personality.resources; stateVector.Add(hunger); stateVector.Add(energy); stateVector.Add(wealth); stateVector.Add(mood); stateVector.Add(temper); stateVector.Add(sociability); stateVector.Add(soberness); stateVector.Add(resources); }
public AgentStateParameter GetRelationship(string _name) { foreach (Relationship relly in AgentRelationships) { if (relly.nameOfPerson == _name) { return(relly.relationshipValue); } } //else, if relationship doesn't exist form a new one AgentStateVarFloat newRelValue = new AgentStateVarFloat(); Relationship newRel = new Relationship(_name, newRelValue); AgentRelationships.Add(newRel); AgentRelationshipValues.Add(newRelValue); //Debug.Log(newRelValue.value); return(newRel.relationshipValue); }
// constructor public Relationship(string _name, AgentStateVarFloat _rellyVal) { nameOfPerson = _name; relationshipValue = _rellyVal; }