Exemplo n.º 1
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    public HumanEmotions(HumanSave load)
    {
        Sadness_Joy  = load.Sadness_Joy;
        SadnessMod   = load.SadnessMod;
        JoyMod       = load.JoyMod;
        SJLower      = load.SJLower;
        SJLowerLimit = load.SJLowerLimit;
        SJUpper      = load.SJUpper;
        SJUpperLimit = load.SJUpperLimit;

        Anticipation_Surprise = load.Anticipation_Surprise;
        AnticipationMod       = load.AnticipationMod;
        SurpriseMod           = load.SurpriseMod;
        ASLower      = load.ASLower;
        ASLowerLimit = load.ASLowerLimit;
        ASUpper      = load.ASUpper;
        ASUpperLimit = load.ASUpperLimit;

        Disgust_Trust = load.Disgust_Trust;
        DisgustMod    = load.DisgustMod;
        TrustMod      = load.TrustMod;
        DTLower       = load.DTLower;
        DTLowerLimit  = load.DTLowerLimit;
        DTUpper       = load.DTUpper;
        DTUpperLimit  = load.DTUpperLimit;

        Fear_Anger   = load.Fear_Anger;
        FearMod      = load.Fear_Anger;
        AngerMod     = load.AngerMod;
        FALower      = load.FALower;
        FALowerLimit = load.FALowerLimit;
        FAUpper      = load.FAUpper;
        FAUpperLimit = load.FAUpperLimit;
    }
Exemplo n.º 2
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 public void saveHumanData(ref HumanSave save)
 {
     save.survivalTasks = survivalTasks;
     save.hydration     = hydration;
     save.food          = food;
     save.sleep         = sleep;
 }
Exemplo n.º 3
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    public void saveHumanData(ref HumanSave save)
    {
        save.Sadness_Joy  = Sadness_Joy;
        save.SadnessMod   = SadnessMod;
        save.JoyMod       = JoyMod;
        save.SJLower      = SJLower;
        save.SJLowerLimit = SJLowerLimit;
        save.SJUpper      = SJUpper;
        save.SJUpperLimit = SJUpperLimit;

        save.Anticipation_Surprise = Anticipation_Surprise;
        save.AnticipationMod       = AnticipationMod;
        save.SurpriseMod           = SurpriseMod;
        save.ASLower      = ASLower;
        save.ASLowerLimit = ASLowerLimit;
        save.ASUpper      = ASUpper;
        save.ASUpperLimit = ASUpperLimit;

        save.Disgust_Trust = Disgust_Trust;
        save.DisgustMod    = DisgustMod;
        save.TrustMod      = TrustMod;
        save.DTLower       = DTLower;
        save.DTLowerLimit  = DTLowerLimit;
        save.DTUpper       = DTUpper;
        save.DTUpperLimit  = DTUpperLimit;

        save.Fear_Anger   = Fear_Anger;
        save.FearMod      = FearMod;
        save.AngerMod     = AngerMod;
        save.FALower      = FALower;
        save.FALowerLimit = FALowerLimit;
        save.FAUpper      = FAUpper;
        save.FAUpperLimit = FAUpperLimit;
    }
Exemplo n.º 4
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 public HumanNeeds(HumanSave load)
 {
     survivalTasks   = load.survivalTasks;
     hydration       = load.hydration;
     dehydrationRate = 33.33f;
     food            = load.food;
     sleep           = load.sleep;
 }
Exemplo n.º 5
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    //Saves all Human NPC's
    private void saveNPCData()
    {
        BinaryFormatter bf   = new BinaryFormatter();
        FileStream      file = File.Create(Application.persistentDataPath + "/npcData.dat");

        //Gets all Humans with Human class component in scene
        npcList = FindObjectsOfType(typeof(Human)) as Human[];
        //Data container for all humans
        npcSaveStruct toSave = new npcSaveStruct();

        //Saves each human and adds to toSave container
        foreach (Human npc in npcList)
        {
            HumanSave save = npc.saveHumanData();
            toSave.allNPCInGame.Add(save);
            toSave.numberOfNPCS++;
        }

        bf.Serialize(file, toSave);
        file.Close();
    }
Exemplo n.º 6
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    //Save the human into a file and return the file.
    //This is typically cally from a save manager script
    public HumanSave saveHumanData()
    {
        runUpdate();
        entityType.Name = gameObject.name;
        HumanSave copy = new HumanSave();

        copy.xloc = gameObject.transform.position.x;
        copy.yloc = gameObject.transform.position.y;
        copy.zloc = gameObject.transform.position.z;
        copy.xrot = gameObject.transform.localEulerAngles.x;
        copy.yrot = gameObject.transform.localEulerAngles.y;
        copy.zrot = gameObject.transform.localEulerAngles.z;
        //copy.locationData = gameObject.transform.position;
        //copy.rotationData = gameObject.transform.eulerAngles;
        copy.lastUpdate = lastUpdate;
        copy.recipe     = avatar.GetCurrentRecipe();

        copy = entityType.saveHumanData(copy);
        entityNeeds.saveHumanData(ref copy);
        psyche.saveHumanData(ref copy);
        return(copy);
    }
Exemplo n.º 7
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    //Loads a human
    public void loadHuman(HumanSave load)
    {
        gameObject.name = load.Name;
        Debug.Log(load.Name);
        gameObject.layer = load.layer;
        gameObject.tag   = load.tag;
        Debug.Log("Fully loaded");
        //Load Human and inherited Entity class
        type             = load.type;
        entityController = new EntityTaskController(load);
        lastUpdate       = load.lastUpdate;

        entityType  = new HumanType(load);
        entityNeeds = new HumanNeeds(load);
        psyche      = new HumanPsyche(load);

        recipe = load.recipe;
        avatar.LoadFromRecipeString(recipe);

        //recipe = load.recipe;
        navAgent.Warp(new Vector3(load.xloc, load.yloc, load.zloc));
        //gameObject.transform.position = new Vector3(load.xloc, load.yloc, load.zloc);
        gameObject.transform.localEulerAngles = new Vector3(load.xrot, load.yrot, load.zrot);
    }
Exemplo n.º 8
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 public HumanPsyche(HumanSave load)
 {
     emotions = new HumanEmotions(load);
     setStage = load.setStage;
 }
Exemplo n.º 9
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 public void saveHumanData(ref HumanSave save)
 {
     emotions.saveHumanData(ref save);
     save.setStage = setStage;
 }
Exemplo n.º 10
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 //Init function for task controller using data, (loading old task controller)
 public EntityTaskController(HumanSave load)
 {
     taskBacklog       = load.taskBacklog;
     reactiveContainer = load.reactiveContainer;
     currentTask       = load.currentTask;
 }
Exemplo n.º 11
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 public HumanType(HumanSave load)
 {
     Name   = load.Name;
     gender = load.gender;
 }
Exemplo n.º 12
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    public Gender gender;       //Entities gender, also used in the initialisation of the UMA asset
    //public HumanBehaviourList mainBehaviour

    public HumanSave saveHumanData(HumanSave save)
    {
        save.Name   = Name;
        save.gender = gender;
        return(save);
    }