public void AddThought(Thought.ThoughtType type) { if (!HasThought(type)) { AddThought(Thought.CreateStandardThought(type, PlayState.Time.CurrentDate), true); } }
/// <summary> Add a standard thought to the creature. </summary> public void AddThought(Thought.ThoughtType type) { if (!HasThought(type)) { var thought = Thought.CreateStandardThought(type, Manager.World.Time.CurrentDate); AddThought(thought, true); if (thought.HappinessModifier > 0.01) { Creature.NoiseMaker.MakeNoise("Pleased", Position, true); } else { Creature.NoiseMaker.MakeNoise("Tantrum", Position, true); } } }
public ThoughtBuff(float time, Thought.ThoughtType type) : base(time) { ThoughtType = type; }
public void AddThought(Thought.ThoughtType ThoughtType) { Physics.GetComponent <DwarfThoughts>()?.AddThought(ThoughtType); }
public void RemoveThought(Thought.ThoughtType thoughtType) { Thoughts.RemoveAll(thought => thought.Type == thoughtType); }
public bool HasThought(Thought.ThoughtType type) { return(Thoughts.Any(existingThought => existingThought.Type == type)); }