private void HandleState(float deltaTime) { switch (m_state) { case eBrainBaseState.hungry: if (m_body.FindFood(m_hunger, deltaTime)) { ChangeStateBy(eBrainBaseState.hungry, -1f); } break; case eBrainBaseState.thirsty: if (m_body.FindDrink(m_thirst, deltaTime)) { ChangeStateBy(eBrainBaseState.thirsty, -1f); } break; case eBrainBaseState.fatigued: if (m_body.FindSleep(m_fatigue, deltaTime)) { ChangeStateBy(eBrainBaseState.fatigued, -1f); } break; case eBrainBaseState.injured: if (m_body.FindHealing(m_injury, deltaTime)) { ChangeStateBy(eBrainBaseState.injured, -1f); } break; case eBrainBaseState.stressed: if (m_body.FindCatharsis(m_stress, deltaTime)) { ChangeStateBy(eBrainBaseState.stressed, -1f); } break; case eBrainBaseState.lonely: if (m_body.FindMates(m_loneliness, deltaTime)) { ChangeStateBy(eBrainBaseState.lonely, -1f); } break; case eBrainBaseState.happy: m_job.Execute(deltaTime); break; } }