protected void Page_Load(object sender, EventArgs e) { SetCostantValues(); GetBeatValues Getval = new GetBeatValues(); // For Transactional votes if (Request["type"] == "Transaction") { _emiratesID = Session["emiratesID"].ToString(); _username = Session["username"].ToString(); _email = Session["email"].ToString(); _mobile = Session["mobile"].ToString(); _TransactionID = Session["transactionID"].ToString(); Getval = Happiness.GetTransactionalBeats(_ThemeColor, _serviceProvider, _TransactionID, _gessEnabled, _serviceCode, _serviceDescription, _channel, _source, _emiratesID, _username, _email, _mobile, _SecretKey, _lang); } // For Non Transactional votes else { Getval = Happiness.GetNonTransactionalBeats(_ThemeColor, _serviceProvider, _ApplicationID, _Applicationtype, _platform, _Applicationurl, _version, _source, _emiratesID, _username, _email, _mobile, _SecretKey, _lang); } _signature = Getval.signature; _jsonRequest = Getval.json_payload; _random = Getval.random; _timestamp = Getval.timestamp; _nonce = Getval.nonce; _Lang = Getval.lang; }
// Update is called once per frame void Update() { //check happiness levels if (currentHappiness <= 3 && currentState != Happiness.Angry) { //change material and current state GetComponent <MeshRenderer>().material = materials[0]; currentState = Happiness.Angry; } else if (currentHappiness >= 7 && currentState != Happiness.Happy) { //change material and current state GetComponent <MeshRenderer>().material = materials[1]; currentState = Happiness.Happy; } else if (currentHappiness > 3 && currentHappiness < 7 && currentState != Happiness.Neutral) { //change material and current state GetComponent <MeshRenderer>().material = materials[2]; currentState = Happiness.Neutral; } //don't let happiness go below zero or above ten if (currentHappiness < 0) { currentHappiness = 0; } else if (currentHappiness > 10) { currentHappiness = 10; } }
static void Main() { string readLine = Console.ReadLine(); string pattern = @"(?<happy>[:;][)\]}*D]|[(*c\[][:;]){1,2}|(?<sad>[:;D][(:\[{c]|[)\]][:;]){1,2}"; MatchCollection regexHappySad = Regex.Matches(readLine, pattern); int happyCount = regexHappySad .Cast <Match>() .Where(x => x.Groups["happy"].Value != String.Empty) .Count(); int sadCount = regexHappySad .Cast <Match>() .Where(x => x.Groups["sad"].Value != String.Empty) .Count(); double happinessIndex = (double)happyCount / (double)sadCount; Happiness happiness = new Happiness() { Emoticon = GetEmoticon(happinessIndex), HappinessIndex = happinessIndex, HappyCount = happyCount, SadCount = sadCount }; PrintHappinessIndex(happiness); }
public void UpdateHappiness(Happiness newHappiness) { health = newHappiness.health; home = newHappiness.home; job = newHappiness.job; environment = newHappiness.environment; safety = newHappiness.safety; ComputeOverallHappiness(); }
public override int GetHashCode() { return(Anger.GetHashCode() ^ Disgust.GetHashCode() ^ Fear.GetHashCode() ^ Happiness.GetHashCode() ^ Neutral.GetHashCode() ^ Sadness.GetHashCode() ^ Surprise.GetHashCode()); }
protected bool Equals(EmotionScores other) { return(Anger.Equals(other.Anger) && Contempt.Equals(other.Contempt) && Disgust.Equals(other.Disgust) && Fear.Equals(other.Fear) && Happiness.Equals(other.Happiness) && Neutral.Equals(other.Neutral) && Sadness.Equals(other.Sadness) && Surprise.Equals(other.Surprise)); }
public void InitilizePetHappinessUI() { //change the script that this script refrences to the one in the pet manager m_PetHappinessScript = m_PetManager.CurrentPetHappinessScript; m_CurrentPetHasHappiness = m_PetHappinessScript; //Toggle the appropriate game objects on/off depending on if this pet has happiness! m_HappinessView.gameObject.SetActive(m_CurrentPetHasHappiness); m_CuddlePetButton.gameObject.SetActive(m_CurrentPetHasHappiness); }
public void Decrease_Always_ShouldSubtractDecreaseRatexDeltaFromValue() { var hunger = new Hunger(3.0f, 2.0f); var happiness = new Happiness(0.0f, 3.0f); hunger.Decrease(3.0f); happiness.Decrease(2.0f); Assert.Equal(-3.0f, hunger.Value); Assert.Equal(-6.0f, happiness.Value); }
public ActionResult <Happiness> Create([FromBody] HappinessRequest happinessRequest) { Happiness happiness = new Happiness { Level = happinessRequest.Level }; _dbContext.Happinesses.Add(happiness); _dbContext.SaveChanges(); return(happiness); }
public void Boost_Always_ShouldAddAmountToValue() { var hunger = new Hunger(3.0f, 2.0f); var happiness = new Happiness(0.0f, 3.0f); hunger.Boost(3.0f); happiness.Boost(2.0f); Assert.Equal(6.0f, hunger.Value); Assert.Equal(2.0f, happiness.Value); }
public override int GetHashCode() { unchecked { var hashCode = Anger.GetHashCode(); hashCode = (hashCode * 397) ^ Contempt.GetHashCode(); hashCode = (hashCode * 397) ^ Disgust.GetHashCode(); hashCode = (hashCode * 397) ^ Fear.GetHashCode(); hashCode = (hashCode * 397) ^ Happiness.GetHashCode(); hashCode = (hashCode * 397) ^ Neutral.GetHashCode(); hashCode = (hashCode * 397) ^ Sadness.GetHashCode(); hashCode = (hashCode * 397) ^ Surprise.GetHashCode(); return(hashCode); } }
public override int GetHashCode() { int hash = 1; if (Happiness != 0) { hash ^= Happiness.GetHashCode(); } if (NbTreats != 0) { hash ^= NbTreats.GetHashCode(); } if (_unknownFields != null) { hash ^= _unknownFields.GetHashCode(); } return(hash); }
public bool CreateHappiness(HappinessCreate model) { var entity = new Happiness() { OwnerId = _userId, HappinessLevel = model.HappinessLevel, EmotionNotes = model.EmotionNotes, Date = model.Date, PersonId = model.PersonId }; using (var ctx = new ApplicationDbContext()) { ctx.Happinesses.Add(entity); return(ctx.SaveChanges() == 1); } }
void UpdateCitizenHappiness(Citizen citizen) //TODO consider moving this method to Citizen class. { Happiness newHappiness = new Happiness(50); int changeDirection = (int)Mathf.Sign((int)citizen.homeAddress.housingQuality - (int)citizen.happiness.home); newHappiness.home = (uint)Mathf.Clamp((int)citizen.happiness.home + (changeDirection * Citizen.happinessChangeRatePerDay), 0, 100); //compute environment happiness. We do that according to pollution in both house and work. //Work pollution contributes to happiness half that of home. uint homeEnvironmentHappiness = 0, workEnvironmentHappiness = 0; if (citizen.homeAddress != null) //Again, shouldn't happen, but better safe than sorry. { float pollutionAtHome = Grid.grid.pollutionLayer.GetCellValue(citizen.homeAddress.occupiedCell[0], citizen.homeAddress.occupiedCell[0]); homeEnvironmentHappiness = (uint)Mathf.RoundToInt((float)Globals.baseEnvironmentHappiness - ((float)Globals.baseEnvironmentHappiness * (pollutionAtHome - Citizen.minPollutionToAffectHealthHappiness) / (Citizen.maxPollutionToAffectHealthHappiness - Citizen.minPollutionToAffectHealthHappiness))); homeEnvironmentHappiness = (uint)Mathf.Clamp((int)homeEnvironmentHappiness, 0, (int)Globals.baseEnvironmentHappiness); homeEnvironmentHappiness += Park_1.EnvironmentBoostMax(citizen.homeAddress.occupiedCell[0], citizen.homeAddress.occupiedCell[1]); workEnvironmentHappiness = homeEnvironmentHappiness; //incase citizen.workAddress == null. } if (citizen.workAddress != null) { float pollutionAtWork = Grid.grid.pollutionLayer.GetCellValue(citizen.workAddress.GetComponent <Building>().occupiedCell[0], citizen.workAddress.GetComponent <Building>().occupiedCell[0]); workEnvironmentHappiness = (uint)Mathf.RoundToInt((float)Globals.baseEnvironmentHappiness - ((float)Globals.baseEnvironmentHappiness * (pollutionAtWork - Citizen.minPollutionToAffectHealthHappiness) / (Citizen.maxPollutionToAffectHealthHappiness - Citizen.minPollutionToAffectHealthHappiness))); workEnvironmentHappiness = (uint)Mathf.Clamp((int)workEnvironmentHappiness, 0, (int)Globals.baseEnvironmentHappiness); workEnvironmentHappiness += Park_1.EnvironmentBoostMax(citizen.workAddress.GetComponent <Building>().occupiedCell[0], citizen.workAddress.GetComponent <Building>().occupiedCell[1]); } newHappiness.environment = (uint)Mathf.RoundToInt((float)(2 * homeEnvironmentHappiness + workEnvironmentHappiness) / 3.0f); if (citizen.workAddress == null) //unemployed { newHappiness.job = 0; } else { newHappiness.job = citizen.workAddress.WorkplaceQuality(); } citizen.happiness.UpdateHappiness(newHappiness); }
public override int GetHashCode() { int hash = 1; if (TrainerId != 0L) { hash ^= TrainerId.GetHashCode(); } if (Happiness != 0) { hash ^= Happiness.GetHashCode(); } if (Hp != 0) { hash ^= Hp.GetHashCode(); } if (Atk != 0) { hash ^= Atk.GetHashCode(); } if (Def != 0) { hash ^= Def.GetHashCode(); } if (Spa != 0) { hash ^= Spa.GetHashCode(); } if (Spd != 0) { hash ^= Spd.GetHashCode(); } if (Spe != 0) { hash ^= Spe.GetHashCode(); } if (_unknownFields != null) { hash ^= _unknownFields.GetHashCode(); } return(hash); }
public void TestBgsFactionFromName() { // Setup string resource = "v5/factions?"; string json = Encoding.UTF8.GetString(Resources.bgsFactionResponse); RestRequest data = new RestRequest(); fakeBgsRestClient.Expect(resource, json, data); // Act Faction faction1 = fakeBgsService.GetFactionByName("The Dark Wheel"); // Assert Assert.IsNotNull(faction1); Assert.AreEqual("The Dark Wheel", faction1.name); Assert.AreEqual("Democracy", faction1.Government.invariantName); Assert.AreEqual("Independent", faction1.Allegiance.invariantName); Assert.AreEqual(41917, faction1.EDDBID); Assert.AreNotEqual(DateTime.MinValue, faction1.updatedAt); Assert.AreEqual(14, faction1.presences.Count); var presence = faction1.presences.FirstOrDefault(p => p.systemName == "Shinrarta Dezhra"); Assert.IsNotNull(presence); Assert.AreEqual(FactionState.FromEDName("civilunrest"), presence.FactionState); Assert.AreEqual(28.0719M, presence.influence); Assert.AreEqual(Happiness.FromEDName("$Faction_HappinessBand1"), presence.Happiness); Assert.AreEqual(1, presence.ActiveStates.Count); Assert.AreEqual(FactionState.FromEDName("civilunrest"), presence.ActiveStates[0]); Assert.AreEqual(0, presence.PendingStates.Count); Assert.AreEqual(0, presence.RecoveringStates.Count); // Even if the faction does not exist, we should return a basic object Faction faction2 = fakeBgsService.GetFactionByName("No such faction"); Assert.IsNotNull(faction2); Assert.AreEqual("No such faction", faction2.name); Assert.AreEqual(Government.None, faction2.Government); Assert.AreEqual(Superpower.None, faction2.Allegiance); Assert.AreEqual(DateTime.MinValue, faction2.updatedAt); Assert.AreEqual(0, faction2.presences.Count); }
public void SetParticle(Happiness happiness, int score) { scoreText.text = "+" + score + "$"; switch (happiness) { case Happiness.Good: spriteRenderer.sprite = goodFace; break; case Happiness.Med: spriteRenderer.sprite = medFace; break; case Happiness.Bad: spriteRenderer.sprite = badFace; break; default: break; } }
public Faction ParseFaction(object response) { try { IDictionary <string, object> factionJson = Deserializtion.DeserializeData(response.ToString()); Faction faction = new Faction { EDDBID = (long)factionJson["eddb_id"], name = (string)factionJson["name"], updatedAt = (DateTime)factionJson["updated_at"], Government = Government.FromName((string)factionJson["government"]), Allegiance = Superpower.FromName((string)factionJson["allegiance"]), }; foreach (object presence in (List <object>)factionJson["faction_presence"]) { IDictionary <string, object> presenceJson = (IDictionary <string, object>)presence; FactionPresence factionPresence = new FactionPresence() { systemName = JsonParsing.getString(presenceJson, "system_name"), influence = (JsonParsing.getOptionalDecimal(presenceJson, "influence") ?? 0) * 100, // Convert from a 0-1 range to a percentage FactionState = FactionState.FromEDName(JsonParsing.getString(presenceJson, "state")) ?? FactionState.None, }; // These properties may not be present in the json, so we pass them after initializing our FactionPresence object. factionPresence.Happiness = Happiness.FromEDName(JsonParsing.getString(presenceJson, "happiness")) ?? Happiness.None; presenceJson.TryGetValue("updated_at", out object updatedVal); factionPresence.updatedAt = (DateTime?)updatedVal ?? DateTime.MinValue; // Active states presenceJson.TryGetValue("active_states", out object activeStatesVal); if (activeStatesVal != null) { var activeStatesList = (List <object>)activeStatesVal; foreach (IDictionary <string, object> activeState in activeStatesList) { factionPresence.ActiveStates.Add(FactionState.FromEDName(JsonParsing.getString(activeState, "state")) ?? FactionState.None); } } // Pending states presenceJson.TryGetValue("pending_states", out object pendingStatesVal); if (pendingStatesVal != null) { var pendingStatesList = (List <object>)pendingStatesVal; foreach (IDictionary <string, object> pendingState in pendingStatesList) { FactionTrendingState pTrendingState = new FactionTrendingState( FactionState.FromEDName(JsonParsing.getString(pendingState, "state")) ?? FactionState.None, JsonParsing.getInt(pendingState, "trend") ); factionPresence.PendingStates.Add(pTrendingState); } } // Recovering states presenceJson.TryGetValue("recovering_states", out object recoveringStatesVal); if (recoveringStatesVal != null) { var recoveringStatesList = (List <object>)recoveringStatesVal; foreach (IDictionary <string, object> recoveringState in recoveringStatesList) { FactionTrendingState rTrendingState = new FactionTrendingState( FactionState.FromEDName(JsonParsing.getString(recoveringState, "state")) ?? FactionState.None, JsonParsing.getInt(recoveringState, "trend") ); factionPresence.RecoveringStates.Add(rTrendingState); } } faction.presences.Add(factionPresence); } return(faction); } catch (Exception ex) { Dictionary <string, object> data = new Dictionary <string, object>() { { "input", response }, { "exception", ex } }; Logging.Error("Failed to parse BGS faction data.", data); return(null); } }
void Update() { happiness = getHappiness(); }
private static Faction ParseFaction(object response) { IDictionary <string, object> factionJson = Deserializtion.DeserializeData(response.ToString()); Faction faction = new Faction { EDDBID = (long)factionJson["eddb_id"], name = (string)factionJson["name"], updatedAt = (DateTime)factionJson["updated_at"], Government = Government.FromName((string)factionJson["government"]), Allegiance = Superpower.FromName((string)factionJson["allegiance"]), }; foreach (object presence in (List <object>)factionJson["faction_presence"]) { IDictionary <string, object> presenceJson = (IDictionary <string, object>)presence; FactionPresence factionPresence = new FactionPresence() { systemName = (string)presenceJson["system_name"], influence = (decimal?)(double?)presenceJson["influence"] * 100, // Convert from a 0-1 range to a percentage FactionState = FactionState.FromEDName((string)presenceJson["state"]) ?? FactionState.None, Happiness = Happiness.FromEDName((string)presenceJson["happiness"]) ?? Happiness.None, updatedAt = (DateTime)presenceJson["updated_at"], }; // Active states presenceJson.TryGetValue("active_states", out object activeStatesVal); if (activeStatesVal != null) { var activeStatesList = (List <object>)activeStatesVal; foreach (IDictionary <string, object> activeState in activeStatesList) { factionPresence.ActiveStates.Add(FactionState.FromEDName(JsonParsing.getString(activeState, "state") ?? "None")); } } // Pending states presenceJson.TryGetValue("pending_states", out object pendingStatesVal); if (pendingStatesVal != null) { var pendingStatesList = (List <object>)pendingStatesVal; foreach (IDictionary <string, object> pendingState in pendingStatesList) { FactionTrendingState pTrendingState = new FactionTrendingState( FactionState.FromEDName(JsonParsing.getString(pendingState, "state") ?? "None"), JsonParsing.getInt(pendingState, "trend") ); factionPresence.PendingStates.Add(pTrendingState); } } // Recovering states presenceJson.TryGetValue("recovering_states", out object recoveringStatesVal); if (recoveringStatesVal != null) { var recoveringStatesList = (List <object>)recoveringStatesVal; foreach (IDictionary <string, object> recoveringState in recoveringStatesList) { FactionTrendingState rTrendingState = new FactionTrendingState( FactionState.FromEDName(JsonParsing.getString(recoveringState, "state") ?? "None"), JsonParsing.getInt(recoveringState, "trend") ); factionPresence.RecoveringStates.Add(rTrendingState); } } faction.presences.Add(factionPresence); } return(faction); }
public SCHEDULED_ACTIVITY[] ProcessDay() // TODO: Currently if the places where the citizen lives and works are different the time to travel { // is calculated without taking into the consideration the TransportSector of the place where he worls ResetDailySchedule(); // All hours are set to NONE int lastWorkHour = -1; if (acceptedJob.JobType == Job.TYPE.NONE) // If the citizen is unenployed { acceptedJob = city.CityParts[(int)LivingPlace].IndustrySector.GetWorkOffer(); if (acceptedJob.JobType == Job.TYPE.NONE) // If the citizen cannot find a job in his neightbourhood... { // tries a second time. This time can be in any part of the city acceptedJob = city.CityParts[(int)LivingPlace].IndustrySector.GetWorkOffer(); } } if (acceptedJob.JobType != Job.TYPE.NONE) // If the citizen has a job { for (int i = 0; i < acceptedJob.TimeRequiered; i++) // Sets the working hours in the schedule { int j = acceptedJob.Enter + i; if (j > 23) { j -= 24; } dailySchedule[j] = SCHEDULED_ACTIVITY.WORK; } // This parts calculates how mucha hours the citizen needs to travel to work int distanceToJob = 0; if (LivingPlace == acceptedJob.CityPlace) { distanceToJob += Math.Abs(acceptedJob.Coords.X - Home.X) + Math.Abs(acceptedJob.Coords.Y - Home.Y); // Manhatan distance } else { distanceToJob += acceptedJob.Coords.X + acceptedJob.Coords.Y + Home.X + Home.Y; } float enviromentalConmmitmentValue = Global.Values.citizenEnviromentalTransportPreferences[(int)enviromentalCommitment]; int transportHoursLimit = Global.Values.citizenTransportTimePreferences[(int)timeManagement]; if (transportHoursLimit > 24 - acceptedJob.TimeRequiered) { transportHoursLimit = 24 - acceptedJob.TimeRequiered; } float rand = Global.Methods.GetRandomPercentage(); TransportSector.TransportPlan transportPlan; if (rand < enviromentalConmmitmentValue) // If the citizen is pro-enviroment will probably choose the least polluting option { transportPlan = city.CityParts[(int)LivingPlace].TransportSector.GetLeastPolluting(distanceToJob, transportHoursLimit); } else // otherwise will choose between safety and speed { if (Health.GetIndexState() < Index.STATE.MEDIUM) // If the citizen's health is low, he will go for the safest option { transportPlan = city.CityParts[(int)LivingPlace].TransportSector.GetSafest(distanceToJob, transportHoursLimit); } else // if that's not the case, he will choose the fastest { transportPlan = city.CityParts[(int)LivingPlace].TransportSector.GeFastest(distanceToJob, transportHoursLimit); } } if (transportPlan.Transport == Transport.TYPE.NONE) // If the citizen can't go to work he gets sad, and A PANALTY { Happiness.ChangeIndexValue(Index.CHANGE.LOW_DROP); RemoveMoney(Global.Values.failingToWorkPenalty); ResetDailySchedule(); // If there is not transport there is not work either } else { // Using the transport has a cost in health Health.ChangeIndexValue(-(1 - transportPlan.Safety)); lastWorkHour = acceptedJob.Enter + acceptedJob.TimeRequiered; } // If the citizens has no transport plan (because there are not viable options) => transportPlan.TimeRequiered = -1 for (int i = 1; i < transportPlan.TimeRequiered + 1; i++) // Sets the moving to work hours in the schedule { int j = acceptedJob.Enter - i; if (j < 0) { j += 24; } dailySchedule[j] = SCHEDULED_ACTIVITY.MOVE_TO_WORK; } acceptedJob.RemainingDays--; if (acceptedJob.RemainingDays < 0) // The day 0 is included { acceptedJob = city.CityParts[(int)LivingPlace].IndustrySector.FreeWorkOffer(acceptedJob.Coords); } } LeisureSector.LeisurePlan leisurePlan = LeisureSector.GetNullPlan(); if (Health.GetIndexState() > Index.STATE.LOW) // If the citizen is not sick he will try to have fun { int firstAvailableHour = lastWorkHour + 1; int lastAvailableHour = acceptedJob.Enter - 1; if (lastWorkHour < 0) { firstAvailableHour = 0; lastAvailableHour = 23; } float rand = Global.Methods.GetRandomPercentage(); float moneyExpendingValue = Global.Values.citizenMoneyExpendingPreferences[(int)moneyManagement]; if (rand < moneyExpendingValue) { leisurePlan = city.CityParts[(int)LivingPlace].LeisureSector.GetCheapestPlan(Nature, firstAvailableHour, lastAvailableHour); } else { leisurePlan = city.CityParts[(int)LivingPlace].LeisureSector.GetMostSatisfyingPlan(Nature, firstAvailableHour, lastAvailableHour); } } if (leisurePlan.Place != Leisure.PLACE.NONE) { RemoveMoney(leisurePlan.Cost); Happiness.ChangeIndexValue(leisurePlan.Satisfaction); for (int i = 0; i < leisurePlan.TimeExpended; i++) { int j = leisurePlan.Enter + i; if (j > 23) { j -= 24; } dailySchedule[j] = SCHEDULED_ACTIVITY.HAVE_FUN; } } // If the citizen's schedule contains enough continious hours without activitys this ours become resting hours. Theese ones are healthy int continiousNoneActivutyHours = 0; int firstActivityHour = -1; for (int i = 0; i < 24; i++) { SCHEDULED_ACTIVITY s = dailySchedule[i]; if (s == SCHEDULED_ACTIVITY.NONE) { continiousNoneActivutyHours++; } else if (firstActivityHour < 0) { firstActivityHour = i; } if (continiousNoneActivutyHours == Global.Values.minContiniousHoursToRest) { for (int j = i; j > i - continiousNoneActivutyHours; j--) { dailySchedule[j] = SCHEDULED_ACTIVITY.REST; } continiousNoneActivutyHours = 0; } } if (continiousNoneActivutyHours + firstActivityHour + 1 >= Global.Values.minContiniousHoursToRest && firstActivityHour + 1 < Global.Values.minContiniousHoursToRest) { for (int i = 0; i < continiousNoneActivutyHours + firstActivityHour + 1; i++) { int j = continiousNoneActivutyHours + i; if (j > 23) { j -= 24; } dailySchedule[j] = SCHEDULED_ACTIVITY.REST; } } foreach (SCHEDULED_ACTIVITY s in dailySchedule) { if (s == SCHEDULED_ACTIVITY.REST) { Health.ChangeIndexValue(Global.Values.restingHourBonus); } } return(dailySchedule); }
void InitSwaps() { Angry.setPosition(new Position(Level.Excluded, Circle.Green)); Blessing.setPosition(new Position(Level.Excluded, Circle.Purple)); Child.setPosition(new Position(Level.Excluded, Circle.Red)); Curse.setPosition(new Position(Level.Excluded, Circle.Cyan)); Heaven.setPosition(new Position(Level.Tertiary, Circle.GreenPurpleRed)); Happiness.setPosition(new Position(Level.Tertiary, Circle.GreenRedCyan)); Dragon.setPosition(new Position(Level.Tertiary, Circle.RedCyanPurple)); Dream.setPosition(new Position(Level.Secondary, Circle.CyanRed)); Energy.setPosition(new Position(Level.Secondary, Circle.GreenRed)); Female.setPosition(new Position(Level.Secondary, Circle.CyanPurple)); Force.setPosition(new Position(Level.Quaternary, Circle.GreenRedCyanPurple)); Forest.setPosition(new Position(Level.Excluded, Circle.Purple)); Friend.setPosition(new Position(Level.Secondary, Circle.GreenPurple)); Hate.setPosition(new Position(Level.Secondary, Circle.GreenPurple)); Hope.setPosition(new Position(Level.Excluded, Circle.Green)); Kindness.setPosition(new Position(Level.Tertiary, Circle.CyanPurpleGreen)); Longevity.setPosition(new Position(Level.Secondary, Circle.CyanPurple)); Love.setPosition(new Position(Level.Secondary, Circle.CyanPurple)); Loyal.setPosition(new Position(Level.Secondary, Circle.GreenRed)); Spirit.setPosition(new Position(Level.Secondary, Circle.CyanRed)); Male.setPosition(new Position(Level.Quaternary, Circle.GreenRedCyanPurple)); Mountain.setPosition(new Position(Level.Secondary, Circle.GreenRed)); Night.setPosition(new Position(Level.Excluded, Circle.Red)); Pure.setPosition(new Position(Level.Secondary, Circle.GreenPurple)); Heart.setPosition(new Position(Level.Secondary, Circle.CyanRed)); River.setPosition(new Position(Level.Excluded, Circle.Cyan)); Emotion.setPosition(new Position(Level.Excluded, Circle.Cyan)); Soul.setPosition(new Position(Level.Excluded, Circle.Purple)); Urgency.setPosition(new Position(Level.Excluded, Circle.Red)); Wind.setPosition(new Position(Level.Excluded, Circle.Green)); Debug.LogFormat("[Dragon Energy #{0}] Before swapping, the displayed words are:", _moduleId); for (int i = 0; i < displayed.Length; i++) { Debug.LogFormat("[Dragon Energy #{0}] {1} = {2}", _moduleId, displayed[i].getWord(), displayed[i].getPosition().getCircle().ToReadable()); } char[] letters = info.GetSerialNumberLetters().ToArray(); int vowelCount = 0; foreach (char letter in letters) { if (letter == 'A' || letter == 'E' || letter == 'I' || letter == 'O' || letter == 'U') { vowelCount++; } } if (info.GetBatteryCount() > 10 && (info.GetSerialNumberNumbers().ToArray()[info.GetSerialNumberNumbers().ToArray().Length - 1] == 5 || info.GetSerialNumberNumbers().ToArray()[info.GetSerialNumberNumbers().ToArray().Length - 1] == 7)) { Swaps(1); } else if (info.GetPortPlateCount() > info.GetBatteryHolderCount() && (modules.Contains("Morse War") || modules.Contains("Double Color"))) { Swaps(2); } else if ((info.IsIndicatorOn(Indicator.SIG) && info.IsIndicatorOn(Indicator.FRK)) || (info.GetOffIndicators().Count() == 3)) { Swaps(3); } else if (info.GetModuleNames().Count() > 8) { Swaps(4); } else if (vowelCount >= 2) { Swaps(5); } else if (info.GetSolvedModuleNames().Count() == 0) { Swaps(6); dependsOnSolvedModules = true; } else { Swaps(7); } Debug.LogFormat("[Dragon Energy #{0}] After swapping, the displayed words are:", _moduleId); for (int i = 0; i < displayed.Length; i++) { Debug.LogFormat("[Dragon Energy #{0}] {1} = {2}", _moduleId, displayed[i].getWord(), displayed[i].getPosition().getCircle().ToReadable()); } }
private void UpdateHapiness() { if (headScreenUI != null && headWorldUI != null) { distance = Vector3.Distance(Camera.main.transform.position, transform.position); int happyInt = Mathf.Abs((int)happy); if (happyInt > 9) { happyInt = 9; } // if we just blinked if (UnityEngine.Random.RandomRange(1, 100) >= blinkRate) { happyInt -= 1; lastBlink = Time.time; blinkLength = UnityEngine.Random.RandomRange(0.5f, 1f); blinked = true; } // or we're continuing to blink else if (blinked && Time.time - lastBlink <= blinkLength) { happyInt -= 1; } // or we're not blinking or done blinking else { blinked = false; } if (happyInt < 0) { happyInt = 0; } float happyChange = 0f; if (needs[0].habitPrimary != null) { happyChange += influencerHappyPerSecond; } if (needs[1].habitPrimary != null) { happyChange += influencerHappyPerSecond; } if (needs[2].habitPrimary != null) { happyChange += influencerHappyPerSecond; } if (needs[3].habitPrimary != null) { happyChange += influencerHappyPerSecond; } if (influencer) { happy += Time.deltaTime * happyChange; } if (happy > maxNeedValue) { happy = maxNeedValue; } if (happy <= minNeedValue) { happy = minNeedValue; } if (happinessBar == null) { happinessBar = GetComponentInChildren <Happiness>(); } if (happy > 0f) { happinessBar.happinessPosition = happy / maxNeedValue; } else { happinessBar.happinessPosition = 0f; } // Show world happy face close or screen happy face from afar if (distance > distanceToUIifyFace) { //headScreenUI.gameObject.SetActive(true); headScreenUI.GetComponent <CanvasUIElement>().GetUI().gameObject.SetActive(true); headScreenUI.GetComponent <CanvasUIElement>().activated = true; //headWorldUI.GetComponent<CanvasUIElement>().GetUI().GetComponent<Image>().enabled = true; RectTransform rt = headScreenUI.GetComponent <CanvasUIElement>().GetUI(); Transform t = rt.transform.GetChild(1); t.gameObject.SetActive(true); t.GetComponent <Image>().sprite = MaslowManager.Instance.happies[happyInt]; //headScreenUI.GetComponent<CanvasUIElement>().GetUI().transform.GetChild(1).GetComponent<Image>().sprite = MaslowManager.Instance.happies[happyInt]; headWorldUI.gameObject.SetActive(false); } else { headWorldUI.GetComponent <Image>().sprite = MaslowManager.Instance.happies[happyInt]; //headScreenUI.GetComponent<CanvasUIElement>().activated = false; //headScreenUI.GetComponent<CanvasUIElement>().GetUI().gameObject.SetActive(false); RectTransform rt = headScreenUI.GetComponent <CanvasUIElement>().GetUI(); Transform t = rt.transform.GetChild(1); t.gameObject.SetActive(false); headWorldUI.gameObject.SetActive(true); } } }
public override void OnEntityProduced(GridSystem grid) { base.OnEntityProduced(grid); Happiness.IncreaseBonusHappiness(); }
public override void OnDestroy() { base.OnDestroy(); Happiness.ReduceBonusHappiness(); }
public override string ToString() { return(Name + Environment.NewLine + Age.ToString() + Environment.NewLine + Happiness.ToString() + Environment.NewLine() + Animaltype.ToString()); }
public DailyRewards() { Wallet = new Wallet(); Happiness = new Happiness(); }
private static void PrintHappinessIndex(Happiness happiness) { Console.WriteLine($"Happiness index: {happiness.HappinessIndex:F2} {happiness.Emoticon}"); Console.WriteLine($"[Happy count: {happiness.HappyCount}, Sad count: {happiness.SadCount}]"); }
/// <inheritdoc /> public override string ToString() { return(!Type.HasValue ? Happiness.ToString() : Type.ToString()); }
public int CompareTo([AllowNull] DPStatus other) => Happiness.CompareTo(other.Happiness);