private void DamagePlayer() { if (_playerHealth != null && _playerEmotions != null) { _playerHealth.DamageUnit(damage); _playerEmotions.SetMood(false, -0.2f); } }
public void OnTriggerEnter2D(Collider2D p_collider) { if (p_collider.tag == "Player") { if (_playerEmotions == null) { _playerEmotions = p_collider.GetComponent <Emotions>(); } if (_playerEmotions.GetMood() <= requiredRage) { SFXManager.Instance.PlaySFX(breakClip); _playerEmotions.SetMood(false, emotionChanger); var __color = mainColor.GetColor(); ApplyColors(__color); wall.SetActive(false); fragments.SetActive(true); } } }
//Organiza os dados private void UpdateAllData() { _data[2] = _data[1]; _data[1] = _data[0]; UpdateDataNow(); float __newValue = 0f; __newValue = DataAnalyzer.CalculateEmotionLevels(_data, __newValue); //Debug.Log(_data[0].health); //__newValue = FuzzyAnalyser.CalculateEmotionLevels(_data, __newValue); //Debug.Log(__newValue); if (_timesDataUpdated >= 3 && !_playerEmotions.IsRaising()) { _playerEmotions.SetMood(false, __newValue); } if (_timesDataUpdated < 3) { _timesDataUpdated++; } }