/// <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); }