/// <summary> /// Updates influences. /// </summary> /// <param name="_influences">Influences.</param> public void UpdateStatusInfluences(InfluenceObject _influences) { if (_influences == null || _influences.Enabled == false) { return; } if (_influences.UseDamageInPercent) { Status.AddDamageInPercent(_influences.GetDamage()); } else { Status.AddDamage(_influences.GetDamage()); } if (_influences.UseStressInPercent) { Status.AddStressInPercent(_influences.GetStress()); } else { Status.AddStress(_influences.GetStress()); } if (_influences.UseDebilityInPercent) { Status.AddDebilityInPercent(_influences.GetDebility()); } else { Status.AddDebility(_influences.GetDebility()); } if (_influences.UseHungerInPercent) { Status.AddHungerInPercent(_influences.GetHunger()); } else { Status.AddHunger(_influences.GetHunger()); } if (_influences.UseThirstInPercent) { Status.AddThirstInPercent(_influences.GetThirst()); } else { Status.AddThirst(_influences.GetThirst()); } Status.AddAggressivity(_influences.Aggressivity); Status.AddAnxiety(_influences.Anxiety); Status.AddExperience(_influences.Experience); Status.AddNosiness(_influences.Nosiness); }
public void Copy(InfluenceObject _object) { if (_object == null) { return; } base.Copy(_object); SetImpulseData(_object); UseDamageInPercent = _object.UseDamageInPercent; UseStressInPercent = _object.UseStressInPercent; UseDebilityInPercent = _object.UseDebilityInPercent; UseHungerInPercent = _object.UseHungerInPercent; UseThirstInPercent = _object.UseThirstInPercent; Damage = _object.Damage; DamageMin = _object.DamageMin; DamageMax = _object.DamageMax; UseDamageRange = _object.UseDamageRange; Stress = _object.Stress; StressMin = _object.StressMin; StressMax = _object.StressMax; UseStressRange = _object.UseStressRange; Debility = _object.Debility; DebilityMin = _object.DebilityMin; DebilityMax = _object.DebilityMax; UseDebilityRange = _object.UseDebilityRange; Hunger = _object.Hunger; HungerMin = _object.HungerMin; HungerMax = _object.HungerMax; UseHungerRange = _object.UseHungerRange; Thirst = _object.Thirst; ThirstMin = _object.ThirstMin; ThirstMax = _object.ThirstMax; UseThirstRange = _object.UseThirstRange; Aggressivity = _object.Aggressivity; Anxiety = _object.Anxiety; Experience = _object.Experience; Nosiness = _object.Nosiness; }
public InfluenceObject(InfluenceObject _object) : base(_object) { Copy(_object); }