private static string SetMood(int totalHappiness) { string mood = string.Empty; if (totalHappiness < -5) { Angry angry = new Angry(); mood = angry.SetMood(totalHappiness); } else if (totalHappiness >= -5 && totalHappiness <= 0) { Sad sad = new Sad(); mood = sad.SetMood(totalHappiness); } else if (totalHappiness >= 1 && totalHappiness <= 15) { Happy happy = new Happy(); mood = happy.SetMood(totalHappiness); } else if (totalHappiness > 15) { JavaScript js = new JavaScript(); mood = js.SetMood(totalHappiness); } return(mood); }
private void OnHappy() { if (Happy != null) { Happy.Invoke(); } }
public void TestHappy() { //arrange int[] expected = Happy.TestNumbers; Happy sequence = new Happy(expected.Last()); //act assert TestSequence(sequence, expected); }
public override string ToString() { string result = Timestamp.ToString(); result += ";" + Neutral.ToString(); result += ";" + Happy.ToString(); result += ";" + Sad.ToString(); result += ";" + Angry.ToString(); result += ";" + Surprised.ToString(); result += ";" + Scared.ToString(); result += ";" + Disgusted.ToString(); result += ";" + Contempt.ToString(); result += ";" + Valence.ToString(); result += ";" + Arousal.ToString(); return(result); }
private void Awake() { //For scared condition orangeDino = GameObject.FindObjectOfType <OrangeDinoBoo>(); //For angry condition greenDino = GameObject.FindObjectOfType <CubeDinoCollect>(); //For sad condition calCounter = GameObject.FindObjectOfType <CubeCaloryCounter>(); //friend bot not written yet _stateMachine = new StateMachine(); //here the Emotion States are declared and instantiated: var scared = new Scared(this /*, animator*/); var happy = new Happy(this); var sad = new Sad(this); var angry = new Angry(this); //var depressed = new Depressed(this); //here ALL the transitions are added(declared) to _transition At(happy, sad, calCounter.calories > hungerCal); At(sad, happy, calCounter.calories < hungerCal); At(angry, happy, orangeDino.booNear1); At(happy, angry, angry.timeStuck > 1f); _stateMachine.AddAnyTransition(scared, orangeDino.booNear1); At(happy, scared, scared.timeStuck > 3f); //Set the starting ( happy) state _stateMachine.SetState(happy); void At(IState to, IState from, bool condition) => _stateMachine.AddTransition(to, from, condition); }
public MainWindowPanel() { Timer = new DateTimer(); Player = new Player(Timer) { State = 0, Money = 9000, Happy = 100, }; Computer = new Computer(Player); Soft = new Soft(Player, Computer); Work = new Work(Timer, Player, Player); Work.Work = 0; Happy = new Happy(Player, Soft); Torrent = new Torrent(Timer, Player, Soft); Hack = new Hack(Player); Forum = new Forum(Player, (Hack)Hack); Events = new Events(Timer, Player, Soft, Soft, Computer); Task.Run(() => { GoHelpString(); }); }
// Update is called once per frame void FixedUpdate() { for (int x = 0; x < GameManager.listOfMice.Count; x++) { //declare a var of type Vector3, called "directionToMouse", //set to a vector that goes from [current position] to [mouse's current position] Vector3 directionToMouse = (mouse.position - transform.position); //if the angle between [current forward direction] vs. [directionToMouse] is less than 90 degrees, then... if (Vector3.Angle(transform.forward, directionToMouse) < 180f) { // declare a var of type Ray, called "catRay" that starts from [current position] and goes along [directionToMouse] Ray catRay = new Ray(transform.position, directionToMouse); //declare a var of type RaycastHit, called "catRayHitInfo" RaycastHit catRayHitInfo = new RaycastHit(); //if raycast with catRay and catRayHitInfo for 100 units is TRUE... if (Physics.Raycast(catRay, out catRayHitInfo, 100f)) { // if catRayHitInfo.collider.tag is exactly equal to the word "Mouse"... (Cat sees the mouse!) if (catRayHitInfo.collider.tag == "Mouse") { //if catRayHitInfo.distance is less than or equal to 5... Eat.Play(); if (catRayHitInfo.distance <= 0.5) { // then destroy the mouse gameObject (we caught the mouse!) Happy.Play(); Destroy(mouse.gameObject); } else { //add force on rigidbody, along [directionToMouse.normalized * 1000f] (chase it!) rb.AddForce(directionToMouse.normalized * 1000f); } } } } } }
/// <summary> /// This generates the conditions of the new cow /// </summary> private void GenerateConditions() { //:TODO: add individual variation into fuzzy distributions // Wellness - Physical conditions m_Pain = new Pain(this); m_Sick = new Sick(this); m_Wounded = new Wounded(this); m_Damage = new Damage(this); m_Tired = new Tired(this); m_Hungry = new Hungry(this); m_Thirsty = new Thirsty(this); m_Dead = new Dead(this); // Contentment - Mental conditions m_Anger = new Angry(this); m_Sleepy = new Sleepy(this); m_Scared = new Scared(this); m_Bored = new Bored(this); m_Lonely = new Lonely(this); m_Happy = new Happy(this); m_Eager = new Eager(this); }
public static Mood GetMood(int happinessPoints) { Mood mood = null; if (happinessPoints < -5) { mood = new Angry(); } else if (happinessPoints <= 0) { mood = new Sad(); } else if (happinessPoints <= 15) { mood = new Happy(); } else { mood = new JavaScript(); } return(mood); }
public static Mood CreateMood(int happiness) { Mood newMood = null; if (happiness < -5) { newMood = new Angry(); } else if (happiness <= 0) { newMood = new Sad(); } else if (happiness < 15) { newMood = new Happy(); } else { newMood = new JavaScript(); } return(newMood); }
static void Main(string[] args) { try { int totalpoints = 0; string a = Console.ReadLine(); string[] s = a.Split(' '); if (a.Length > 1000) { throw new Exception("The characters in the input string will be no more than: 1000"); } if (s.Length < 1 || s.Length > 100) { throw new Exception("The food count would be in the range [1…100]."); } string caseSwitch; foreach (var p in s) { caseSwitch = p; switch (caseSwitch) { case "Apple": Apple apple = new Apple(p); totalpoints += apple.Point; break; case "Cram": Cram cram = new Cram(p); totalpoints += cram.Point; break; case "HoneyCake": HoneyCake honeyCake = new HoneyCake(p); totalpoints += honeyCake.Point; break; case "Lembas": Lembas lembas = new Lembas(p); totalpoints += lembas.Point; break; case "Melon": Melon melon = new Melon(p); totalpoints += melon.Point; break; case "Mushrooms": Mushrooms mushrooms = new Mushrooms(p); totalpoints += mushrooms.Point; break; default: EverithingElse everithingElse = new EverithingElse(p); totalpoints += everithingElse.Point; break; } } if (totalpoints < -5) { Angry angry = new Angry(); Console.WriteLine(totalpoints); angry.Output(); } else if (totalpoints >= 1 && totalpoints <= 15) { Happy happy = new Happy(); Console.WriteLine(totalpoints); happy.Output(); } else if (totalpoints >= -5 && totalpoints <= 0) { Sad sad = new Sad(); Console.WriteLine(totalpoints); sad.Output(); } else if (totalpoints > 15) { JavaScript javaScript = new JavaScript(); Console.WriteLine(totalpoints); javaScript.Output(); } } catch (Exception ex) { Console.WriteLine($"{ex.Message}"); } Console.ReadKey(); }
public HappyWindowPanel(Happy happy) { Happy = happy; }
public void TestHappyNegative() { var actual = new Happy().FaceMask(); Assert.AreNotEqual(expected: ":-)", actual: actual); }
public void TestHappyPositive() { var actual = new Happy().FaceMask(); Assert.AreEqual(expected: ":-))", actual: actual); }