public static void SendImpression(GameObject target, string impression, int val) { //Debug.Log("FollowAction.SendImpression " + impression + " to " + targetCharacter.name); ImpressionPush impressionPush = new ImpressionPush(impression, new NumericConstant(val), false, null); Perception perception = new ImpressionPerception(CharacterManager.GetPC(), impressionPush); PerceptionListener perceptionListener = target.GetComponent(typeof(PerceptionListener)) as PerceptionListener; perceptionListener.Perceive(perception); }
public void SendPerception(bool isWinner, int winnings) { int impressionPushValue = Mathf.Max(1, (int)(winnings * IMPRESSION_PUSH_PER_DOLLAR_WON)); if (!isWinner){ impressionPushValue = - impressionPushValue; } ImpressionPush impressionPush = new ImpressionPush("GoodAtPoker", new NumericConstant(impressionPushValue), false, null); Perception perception = new ImpressionPerception(actor, impressionPush); PerceptionManager.BroadcastPerception(perception); }
/* * Does things needed for terminateing dance mode * */ private void TerminateDanceMode(bool playerTerminated) { float corlen=Time.time - debugDanceStartedTime; //Debug.Log("-- Song lenght:" + corlen); //Debug.Log("-- Score: " + score); // score : 0 ... 100 if(playerTerminated & score > 60) { score = score - 10; } impressionPushValue = (int)score / 10 - 5; if(impressionPushValue<-1) { impressionPushValue = -1; } Debug.Log("DanceModeController.TerminateDanceMode(): impressionPushValue=" + impressionPushValue); ImpressionPush impressionPush = new ImpressionPush("Exquisite", new NumericConstant(impressionPushValue), false, null); Perception perception = new ImpressionPerception(pc, impressionPush); witnesses = PerceptionManager.BroadcastPerceptionAndReturnWhoSaw(perception); Debug.Log("DanceModeController.DrawGUI(): state==STATES.SHOW_SCORE, hits=" + instance.correntHits + ", error=" + instance.errors + ", witnesses=" + instance.witnesses.Count); FModManager.RemoveMusicSyncListener(this); FModManager.Cue(FModLies.MUSICCUE_LIES_NIGHTCLUB_MUZAK); GameTime.SetGUIVisible(true); TaskHelp.Reveal(); state = STATES.SHOW_SCORE; dialogEnabledTime = Time.time; pcDanceAction.StopDancing(); CameraController.SetDefaultCameraAngle(); }