public void set_animation(InnerState.Emotion emotion) { timer = 2.0f; switch (emotion) { case InnerState.Emotion.None: emotion_name = "Empty"; break; case InnerState.Emotion.Loved: emotion_name = "Love"; break; case InnerState.Emotion.Lonely: emotion_name = "Disappointed"; break; case InnerState.Emotion.NotHungry: emotion_name = "Happy"; break; case InnerState.Emotion.Hungry: emotion_name = "Meat"; break; } }
private void refresh_emotion(InnerState state, bool forced = false) { var sorted = state.get_emotions_sorted_by_intensity(); var current = sorted.GetEnumerator(); prev = emotion; if (current.MoveNext()) { emotion = current.Current.Value; bool changed = prev != emotion; if (changed || forced) { set_animation(emotion); } } }