/* Happiness */ private void UpdateHappinessTimedData(object sender, ElapsedEventArgs e) { TimeSpan timeHappinessElapsed = e.SignalTime - timeKeeperHappiness.StartTime; HappinessState newHappinessState = happiness.CurrentHappinessState; /* Timer statement to display state */ if (timeHappinessElapsed.TotalSeconds < 20) { newHappinessState = HappinessState.good; HappinessProgressBar.ProgressTo(1, 900, Easing.Linear); } else if (timeHappinessElapsed.TotalSeconds < 30) { newHappinessState = HappinessState.bad; HappinessProgressBar.ProgressTo(0.5, 900, Easing.Linear); } else if (timeHappinessElapsed.TotalSeconds >= 40) { newHappinessState = HappinessState.worse; HappinessProgressBar.ProgressTo(0.1, 900, Easing.Linear); } /* Update state */ if (newHappinessState != happiness.CurrentHappinessState) { happiness.CurrentHappinessState = newHappinessState; updateHappinessUI(); } }
public static HappinessState GetHappinessStateFromValue(float happiness) { HappinessState result = HappinessState.Neutral; if (happiness > 0.25f) { result = HappinessState.Happy; } else if (happiness < -0.25f) { result = HappinessState.Unhappy; } return(result); }
public static string GetHappinessString(HappinessState happinessState) { switch (happinessState) { case HappinessState.good: return("good"); case HappinessState.bad: return("bad"); case HappinessState.worse: return("worse"); default: return("good"); } }
private void UpdateFaceSprite() { HappinessState happinessState = HappinessUtils.GetHappinessStateFromValue(happiness); Sprite currentSprite = neutralFace; switch (happinessState) { case HappinessState.Happy: currentSprite = happyFace; break; case HappinessState.Unhappy: currentSprite = sadFace; break; } faceRenderer.sprite = currentSprite; }
private float GetHappinessSize(float happiness) { HappinessState happinessState = HappinessUtils.GetHappinessStateFromValue(happiness); float result = sizeNeutral; switch (happinessState) { case HappinessState.Happy: result = sizeHappy; break; case HappinessState.Unhappy: result = sizeUnhappy; break; } return(result); }
private Color GetHappinessColor(float happiness) { HappinessState happinessState = HappinessUtils.GetHappinessStateFromValue(happiness); Color result = uiNeutralColor; switch (happinessState) { case HappinessState.Happy: result = uiHappyColor; break; case HappinessState.Unhappy: result = uiUnhappyColor; break; } return(result); }