// Use this for initialization void Start() { if (traitString.Equals (TRAIT.isBoredBy.ToString ())) t = TRAIT.isBoredBy; if (traitString.Equals (TRAIT.isInterestedIn.ToString ())) t = TRAIT.isInterestedIn; }
internal TRAIT[] GetTrait() { TRAIT[] traits = new TRAIT[2]; int trait1Chance = UnityEngine.Random.Range(0, 100); if (trait1Chance < 40) { traits[0] = TRAIT.VICIOUS; } else { traits[0] = TRAIT.NAIVE; } int trait2Chance = UnityEngine.Random.Range(0, 100); if (trait2Chance < 20) { traits[1] = TRAIT.LOYAL; } else { int trait3Chance = UnityEngine.Random.Range(0, 100); if (trait3Chance < 20) { traits [1] = TRAIT.TRAITOR; } } return(traits); }
public void changeAffect(TRAIT a) { switch (a) { case TRAIT.isBoredBy: affects ["boredomToInterest"].ValueChange (-boredom); break; case TRAIT.isInterestedIn: affects ["boredomToInterest"].ValueChange (interest); break; case TRAIT.isSaddenedBy: affects ["sadToJoy"].ValueChange (-sadness); break; case TRAIT.enjoys: affects ["sadToJoy"].ValueChange (enjoyment); break; case TRAIT.isDistressedBy: affects ["distressToAmused"].ValueChange (-distress); break; case TRAIT.isAmusedBy: affects ["distressToAmused"].ValueChange (amusement); break; case TRAIT.isAngeredBy: affects ["angerToCheers"].ValueChange (-anger); break; case TRAIT.isCheeredBy: affects ["angerToCheers"].ValueChange (amusement); break; case TRAIT.isDisgustedBy: affects ["disgustToLove"].ValueChange (-disgust); break; case TRAIT.loves: affects ["disgustToLove"].ValueChange (love); break; case TRAIT.isAshamedBy: affects ["shameToPride"].ValueChange (-shame); break; case TRAIT.isProudOf: affects ["shameToPride"].ValueChange (pride); break; case TRAIT.isAfraidOf: affects ["fearToHope"].ValueChange (-fear); break; case TRAIT.hopesFor: affects ["fearToHope"].ValueChange (hope); break; } }