public void ChangeMood(int deltaEnergy, int deltaHappiness, int newEnergy, int newHappiness) { switch(currMood) { case PlayerMood.EH: if(deltaEnergy < 0) { if(deltaHappiness < 0) { NeutralNeutral(); } else { HappyNeutral(); } } else { if(deltaHappiness < 0) { NeutralEnergized(); } } break; case PlayerMood.EN: if(deltaEnergy < 0) { if(deltaHappiness > 0) { HappyNeutral(); } else if(deltaHappiness < 0) { StressedNeutral(); } else { NeutralNeutral(); } } else { if(deltaHappiness > 0) { HappyEnergized(); } else if(deltaHappiness < 0) { StressedEnergized(); } } break; case PlayerMood.ES: if(deltaEnergy < 0) { if(deltaHappiness > 0) { NeutralNeutral(); } else { StressedNeutral(); } } else { if(deltaHappiness > 0) { NeutralEnergized(); } } break; case PlayerMood.NH: if(deltaEnergy > 0) { if(deltaHappiness < 0) { NeutralEnergized(); } else { HappyEnergized(); } } else if(deltaEnergy < 0) { if(deltaHappiness < 0) { NeutralTired(); } else { StressedNeutral(); } } else { if(deltaHappiness < 0) { NeutralNeutral(); } } break; case PlayerMood.NN: if(deltaEnergy > 0) { if(deltaHappiness > 0) { HappyEnergized(); } else if(deltaHappiness < 0) { StressedEnergized(); } else { NeutralEnergized(); } } else if(deltaEnergy < 0) { if(deltaHappiness > 0) { HappyTired(); } else if(deltaHappiness < 0) { StressedTired(); } else { NeutralTired(); } } else { if(deltaHappiness > 0) { HappyNeutral(); } else if(deltaHappiness < 0) { StressedNeutral(); } } break; case PlayerMood.NS: if(deltaEnergy > 0) { if(deltaHappiness > 0) { NeutralEnergized(); } else { StressedEnergized(); } } else if(deltaEnergy < 0) { if(deltaHappiness > 0) { NeutralTired(); } else { StressedTired(); } } else { if(deltaHappiness > 0) { NeutralNeutral(); } } break; case PlayerMood.TH: if(deltaEnergy > 0) { if(deltaHappiness < 0) { NeutralNeutral(); } else { HappyNeutral(); } } else { if(deltaHappiness < 0) { NeutralTired(); } } break; case PlayerMood.TN: if(deltaEnergy > 0) { if(deltaHappiness > 0) { HappyNeutral(); } else if(deltaHappiness < 0) { StressedNeutral(); } else { NeutralNeutral(); } } else { if(deltaHappiness > 0) { HappyTired(); } else if(deltaHappiness < 0) { StressedTired(); } } break; case PlayerMood.TS: if(deltaEnergy > 0) { if(deltaHappiness > 0) { NeutralNeutral(); } else { StressedNeutral(); } } else { if(deltaHappiness > 0) { NeutralTired(); } } break; } if(newEnergy >= 4) { if(newHappiness >= 4) { currMood = PlayerMood.EH; StartCoroutine("RevHappyEnergized"); } else if(newHappiness <= -4) { currMood = PlayerMood.ES; StartCoroutine("RevStressedEnergized"); } else { currMood = PlayerMood.EN; StartCoroutine("RevNeutralEnergized"); } } else if(newEnergy <= -4) { if(newHappiness >= 4) { currMood = PlayerMood.TH; StartCoroutine("RevHappyTired"); } else if(newHappiness <= -4) { currMood = PlayerMood.TS; StartCoroutine("RevStressedTired"); } else { currMood = PlayerMood.TN; StartCoroutine("RevNeutralTired"); } } else { if(newHappiness >= 4) { currMood = PlayerMood.NH; StartCoroutine("RevHappyNeutral"); } else if(newHappiness <= -4) { currMood = PlayerMood.NS; StartCoroutine("RevStressedNeutral"); } else { currMood = PlayerMood.NN; StartCoroutine("RevNeutralNeutral"); } } }
void Start() { currMood = PlayerMood.NN; }