public override void on_update(AnimalShelter shelter, InnerState state) { state.change(InnerState.Emotion.Lonely, 0.01f * Time.deltaTime); state.change(InnerState.Emotion.Loved, -0.01f * Time.deltaTime); refresh_emotion(state); if (state.get(InnerState.Emotion.Lonely) > 0.8f) { shelter.kill(this); } }
public override void on_update(AnimalShelter shelter, InnerState state) { become_hungry(state); if (state.get(InnerState.Emotion.Hungry) > 0.9f) // Replace lonely with hunger { if (try_eat_neighbour(shelter, state)) { state.set(InnerState.Emotion.Hungry, 0.0f); state.set(InnerState.Emotion.NotHungry, 1.0f); } } refresh_emotion(state); }