public void AddEmotion(EmotionType.Type emotion, float strength) { switch (emotion) { case EmotionType.Type.JOY: joyCount += strength; emotionCueManager.TriggerJoyAnimation(); break; case EmotionType.Type.FEAR: fearCount += strength; emotionCueManager.TriggerFrightAnimation(); break; case EmotionType.Type.ANGER: angerCount += strength; emotionCueManager.TriggerAngerAnimation(); break; } }
private void Update() { if (joyCount >= 100) { currentEmotion = EmotionType.Type.JOY; Debug.Log(gameObject + ": emotion set to " + currentEmotion); postProcessing.profile = JoyProcessingProfile; worldManager.ChangeWorldToJOY(); audioManager.Stop(); audioManager.Play("Joy"); ResetCounters(); return; } if (fearCount >= 100) { currentEmotion = EmotionType.Type.FEAR; Debug.Log(gameObject + ": emotion set to " + currentEmotion); postProcessing.profile = FearProcessingProfile; worldManager.ChangeWorldToFEAR(); audioManager.Stop(); audioManager.Play("Fear"); ResetCounters(); return; } if (angerCount >= 100) { currentEmotion = EmotionType.Type.ANGER; Debug.Log(gameObject + ": emotion set to " + currentEmotion); postProcessing.profile = AngerProcessingProfile; worldManager.ChangeWorldToANGER(); audioManager.Stop(); audioManager.Play("Anger"); ResetCounters(); return; } }