示例#1
0
    public void UpdateHungerLevel(HungerLevel hunger)
    {
        Color color = Color.white;

        // These colors don't make sense with the states
        switch (hunger)
        {
        case HungerLevel.Faint:
            color = Color.red;
            break;

        case HungerLevel.Starving:
            color = Color.yellow;
            break;

        case HungerLevel.Hungry:
            color = Color.yellow;
            break;

        case HungerLevel.Satiated:
            color = Color.blue;
            break;

        case HungerLevel.Stuffed:
            color = Color.yellow;
            break;
        }
        BigBoss.Gooey.UpdateHungerText(color);
        BigBoss.Gooey.CreateTextMessage(hunger.ToString() + "!", color);
    }
示例#2
0
文件: NPC.cs 项目: NerdDev/Hackmobile
    protected void getHungerLevel(float hunger)
    {
        HungerLevel prior = Stats.HungerLevel;

        // These numbers don't make sense.
        if (hunger < 50)
        {
            Stats.HungerLevel = HungerLevel.Faint;
        }
        else if (hunger < 130)
        {
            Stats.HungerLevel = HungerLevel.Starving;
        }
        else if (hunger < 500)
        {
            Stats.HungerLevel = HungerLevel.Hungry;
        }
        else if (hunger < 800)
        {
            Stats.HungerLevel = HungerLevel.Satiated;
        }
        else if (hunger < 1000)
        {
            Stats.HungerLevel = HungerLevel.Stuffed;
        }
        if (prior != Stats.HungerLevel)
        {
            BigBoss.Gooey.UpdateHungerLevel(Stats.HungerLevel);
        }
    }
示例#3
0
    public void Convert(Entity entity, EntityManager entityManager, GameObjectConversionSystem conversionSystem)
    {
        entityManager.AddComponent(entity, typeof(InsideRoom));

        var hunger = new HungerLevel();

        hunger.Value = 50;

        var happy = new HappinessLevel();

        happy.Value = 50;

        var temperature = new Temperature();

        temperature.Value = 68;

        var timeRemaining = new TimeToLeave();

        timeRemaining.TimeRemaining = 60;


        entityManager.AddComponentData(entity, hunger);
        entityManager.AddComponentData(entity, happy);
        entityManager.AddComponentData(entity, temperature);
        entityManager.AddComponentData(entity, timeRemaining);
    }
 public async Task <ActionResult <long> > AddInmate(string name, decimal size, ArrestLocation arrestLocation, HungerLevel hungerLevel, HappinessLevel happinessLevel)
 {
     _logger.LogInformation("I just got an AddInmate request");
     return(await _inmateCrudService.AddInmateAndReturnId(name, size, arrestLocation, hungerLevel, happinessLevel));
 }