public System.Drawing.Image ConvertEnumToImage(EmotionEnum passedEnum) { switch (passedEnum) { case EmotionEnum.Happy: return(global::iVirtuaPet.Properties.Resources.happy); case EmotionEnum.Sad: return(global::iVirtuaPet.Properties.Resources.sad); case EmotionEnum.Angry: return(global::iVirtuaPet.Properties.Resources.angry); case EmotionEnum.Asleep: return(global::iVirtuaPet.Properties.Resources.asleep); case EmotionEnum.Hungry: return(global::iVirtuaPet.Properties.Resources.hungry); case EmotionEnum.Sleepy: return(global::iVirtuaPet.Properties.Resources.sleepy); case EmotionEnum.Unknown: return(global::iVirtuaPet.Properties.Resources.unknown); case EmotionEnum.Indifferent: return(global::iVirtuaPet.Properties.Resources.indifferent); case EmotionEnum.Dead: return(global::iVirtuaPet.Properties.Resources.dead); default: return(global::iVirtuaPet.Properties.Resources.unknown); } }
public string getEmotion() { EmotionValue = GameObject.Find("VRCameraController").GetComponent <PlayerEmotions>().getMaxEmotion(); EmotionEnum Emo = (EmotionEnum)EmotionValue[0]; return(Emo.ToString()); }
/// <summary> /// Gets the maximum. /// </summary> /// <param name="currentValue">The current value.</param> /// <param name="comparedValue">The compared value.</param> /// <param name="currentNumber">The current number.</param> /// <param name="comparedNumber">The compared number.</param> private void GetMax(ref decimal currentValue, decimal comparedValue, ref EmotionEnum currentNumber, EmotionEnum comparedNumber) { if (currentValue < comparedValue) { currentValue = comparedValue; currentNumber = comparedNumber; } }
public string getEmotionText() { EmotionValue = GameObject.Find("VRCameraController").GetComponent <PlayerEmotions>().getMaxEmotion(); //Debug.Log("EmoNum : " + EmotionValue[0] + ", EmoValue : " + EmotionValue[1] + ", Emotion : " + (EmotionEnum)EmotionValue[0]); EmotionEnum Emo = (EmotionEnum)EmotionValue[0]; return(Emo.DisplayEmotion()); }
EmotionEnum GetEmotion(Emotion emotion) { EmotionEnum maxEmotionEnum = EmotionEnum.Anger; double maxEmotionValue = 0.0; if (emotion.Contempt > maxEmotionValue) { maxEmotionValue = emotion.Contempt; maxEmotionEnum = EmotionEnum.Contempt; } if (emotion.Disgust > maxEmotionValue) { maxEmotionValue = emotion.Disgust; maxEmotionEnum = EmotionEnum.Disgust; } if (emotion.Fear > maxEmotionValue) { maxEmotionValue = emotion.Fear; maxEmotionEnum = EmotionEnum.Fear; } if (emotion.Happiness > maxEmotionValue) { maxEmotionValue = emotion.Happiness; maxEmotionEnum = EmotionEnum.Happiness; } if (emotion.Neutral > maxEmotionValue) { maxEmotionValue = emotion.Neutral; maxEmotionEnum = EmotionEnum.Neutral; } if (emotion.Sadness > maxEmotionValue) { maxEmotionValue = emotion.Sadness; maxEmotionEnum = EmotionEnum.Sadness; } if (emotion.Surprise > maxEmotionValue) { maxEmotionValue = emotion.Surprise; maxEmotionEnum = EmotionEnum.Surprise; } return(maxEmotionEnum); }
public Button(string id = "", string buttonName = "", string buttonText = "", EmotionEnum emotion = EmotionEnum.Cool, ButtonTypeEnum buttonType = ButtonTypeEnum.None, string nextNodeId = "", bool defaultButton = false, bool hidden = false, string variableValue = "") { this._id = id; this.ButtonName = buttonName; this.ButtonText = buttonText; this.Emotion = emotion; this.ButtonType = buttonType; this.NextNodeId = nextNodeId; this.DefaultButton = defaultButton; this.Hidden = hidden; this.VariableValue = variableValue; }
public DetectedResult(EmotionEnum e, float v) { emotion = e; value = v; }
public EmotionEnum SetDefaultEmotion() { EmotionEnum defaultEnum = EmotionEnum.Happy; return(defaultEnum); }
public EmotionEnum CurrentEmotion() { EmotionEnum currentEnum = EmotionSet; return(currentEnum); }
public EmotionEnum ChangeEmotion(EmotionEnum emotion) { EmotionSet = emotion; return(emotion); }
public Emotion() { EmotionSet = SetDefaultEmotion(); }
void GetMaxEmotionOnGroup(List <PersonAttributes> personAttributes) { var neutralPeople = personAttributes?.Count(p => p.Emotion == EmotionEnum.Neutral); var happyPeople = personAttributes?.Count(p => p.Emotion == EmotionEnum.Happiness); var sadPeople = personAttributes?.Count(p => p.Emotion == EmotionEnum.Sadness); var surprisedPeople = personAttributes?.Count(p => p.Emotion == EmotionEnum.Surprise); EmotionEnum firstEmotion = EmotionEnum.Neutral; int? counterEmotion = neutralPeople ?? 0; if (happyPeople > counterEmotion) { firstEmotion = EmotionEnum.Happiness; counterEmotion = happyPeople; } if (sadPeople > counterEmotion) { firstEmotion = EmotionEnum.Sadness; counterEmotion = sadPeople; } if (surprisedPeople > counterEmotion) { firstEmotion = EmotionEnum.Surprise; counterEmotion = surprisedPeople; } var emotionText = string.Empty; switch (firstEmotion) { case EmotionEnum.Anger: emotionText = "enfado"; break; case EmotionEnum.Contempt: emotionText = "desprecio"; break; case EmotionEnum.Disgust: emotionText = "asco"; break; case EmotionEnum.Fear: emotionText = "temor"; break; case EmotionEnum.Happiness: emotionText = "felicidad"; break; case EmotionEnum.Neutral: emotionText = "neutral"; break; case EmotionEnum.Sadness: emotionText = "tristeza"; break; case EmotionEnum.Surprise: emotionText = "sorpresa"; break; } EmotionText = string.IsNullOrWhiteSpace(emotionText) ? string.Empty : $"Emoción más repetida: { emotionText}"; }
public void Set(EmotionEnum value) { Set(value.ToString()); }
public Emotion(EmotionEnum name, float intensity = 0.5f) { Name = name; Intensity = intensity; }