void Start() { pm = GetComponent<PersonalityModule>(); float valenceNeutral, arousalNeutral; pm.GetMoodConfig(out valenceNeutral, out arousalNeutral, out mods); valence = new Decayable(Config.Neutral, valenceNeutral, 0f, 2f, valenceDecay); arousal = new Decayable(Config.Neutral, arousalNeutral, 0f, 2f, arousalDecay); }
// Use this for initialization void Start() { mood = FindObjectOfType<Mood>(); pm = FindObjectOfType<PersonalityModule>(); Set(Extraversion, pm.GetExtraversion()); Set(Openness, pm.GetOpenness()); Set(Neuroticism, pm.GetNeuroticism()); Set(Agreeableness, pm.GetAgreeableness()); Set(Conscientiousness, pm.GetConscientiousness()); }
void OnEnable() { pm = target as PersonalityModule; pm.ReloadPersonality(); pm.Recalc(); agreeableness = serializedObject.FindProperty("agreeableness"); conscientiousness = serializedObject.FindProperty("conscientiousness"); extraversion = serializedObject.FindProperty("extraversion"); neuroticism = serializedObject.FindProperty("neuroticism"); openness = serializedObject.FindProperty("openness"); }
public void Set(Image img, PersonalityModule.PersonalityValue val) { if (img == null) return; Color col = Neutral; switch (val) { case PersonalityModule.PersonalityValue.high: col = High; break; case PersonalityModule.PersonalityValue.low: col = Low; break; } img.color = col; }
void Start() { pm = GetComponent<PersonalityModule>(); behave = transform.parent.GetComponentInChildren<BehaviourRealiser>(); me = new Participant(); me.identikit = GetComponent<Identikit>(); motion = transform.parent.GetComponentInChildren<ActorMotion>(); mood = GetComponent<Mood>(); Params = new GGPSettings(Config.GGP); InitPersonalityParams(); Debug.Log(pm.GetAgreeableness()); }