コード例 #1
0
ファイル: Monster.cs プロジェクト: Megapop/feed-the-monster
    public void updateEmotionType()
    {
        _emotionType = MonsterEmotionTypes.Happy;

        /*
         *
         *      if (!IsReady|| MiniGame == MiniGameController.GameType.None) {
         * //_emotionType = MonsterEmotionTypes.Happy;
         *      } else {
         *          if (_levelFaled >= GameplaySettings.MonsterAngryLevelFaledValue && (_emotionType == MonsterEmotionTypes.Happy || _emotionType == MonsterEmotionTypes.NONE)) {
         *              _emotionType = MonsterEmotionTypes.Angry;
         *          } else if (_lastUse >= GameplaySettings.MonsterBoredDaysValue && (_emotionType == MonsterEmotionTypes.Happy || _emotionType == MonsterEmotionTypes.NONE)) {
         *              _emotionType = MonsterEmotionTypes.Bored;
         *          }
         *          if (
         *              _levelFaled > GameplaySettings.MonsterAngryLevelFaledValue + GameplaySettings.MonsterSadLevelFaledValue
         ||
         ||             _lastUse > GameplaySettings.MonsterBoredDaysValue + GameplaySettings.MonsterSadDaysValue
         ||             &&
         ||             (
         ||                 _emotionType == MonsterEmotionTypes.Happy
         ||
         ||                 _emotionType == MonsterEmotionTypes.Angry
         ||
         ||                 _emotionType == MonsterEmotionTypes.Bored
         ||
         ||                 _emotionType == MonsterEmotionTypes.NONE
         ||             )) {
         ||             _emotionType = MonsterEmotionTypes.Sad;
         ||         }
         ||     }
         */
        UsersController.Instance.userData().setMonsterEmotionType(this, _emotionType);
    }
コード例 #2
0
ファイル: Monster.cs プロジェクト: dzemenu/Norad-Eduapp4syria
    public void reset()
    {
        _isReady   = false;
        _gage      = -1;
        _gageValue = -1;

        _lastUse     = -1;
        _levelFaled  = -1;
        _emotionType = MonsterEmotionTypes.NONE;
    }
コード例 #3
0
    public void setMonsterEmotionType(Monster monster, MonsterEmotionTypes emotionType)
    {
        if (emotionType == MonsterEmotionTypes.NONE)
        {
            return;
        }
        UserMonsterTO userMonster = getMonster(monster.MonsterType);

        userMonster.monsterEmotionType = emotionType;
        MarkToSave();
    }
コード例 #4
0
    public void SetEmotionType(Monster monster, MonsterEmotionTypes EmotionType)
    {
        if (EmotionType == MonsterEmotionTypes.NONE)
        {
            return;
        }

        PlayerPrefs.SetInt(
            getPrefsKey(
                Keys.MonsterEmotionType,
                ((int)monster.MonsterType).ToString()
                )
            , (int)EmotionType
            );
    }
コード例 #5
0
ファイル: Monster.cs プロジェクト: dzemenu/Norad-Eduapp4syria
    public void updateEmotionType()
    {
        _emotionType = MonsterEmotionTypes.Happy;
        if (!IsReady || MiniGame == MiniGameController.GameType.None)
        {
//			_emotionType = MonsterEmotionTypes.Happy;
        }
        else
        {
            if (_levelFaled >= GameplaySettings.MonsterAngryLevelFaledValue && (_emotionType == MonsterEmotionTypes.Happy || _emotionType == MonsterEmotionTypes.NONE))
            {
                _emotionType = MonsterEmotionTypes.Angry;
            }
            else if (_lastUse >= GameplaySettings.MonsterBoredDaysValue && (_emotionType == MonsterEmotionTypes.Happy || _emotionType == MonsterEmotionTypes.NONE))
            {
                _emotionType = MonsterEmotionTypes.Bored;
            }
            if (
                _levelFaled > GameplaySettings.MonsterAngryLevelFaledValue + GameplaySettings.MonsterSadLevelFaledValue
                ||
                _lastUse > GameplaySettings.MonsterBoredDaysValue + GameplaySettings.MonsterSadDaysValue
                &&
                (
                    _emotionType == MonsterEmotionTypes.Happy
                    ||
                    _emotionType == MonsterEmotionTypes.Angry
                    ||
                    _emotionType == MonsterEmotionTypes.Bored
                    ||
                    _emotionType == MonsterEmotionTypes.NONE
                ))
            {
                _emotionType = MonsterEmotionTypes.Sad;
            }
        }
        UserInfo.Instance.SetEmotionType(this, _emotionType);
    }