void GuideManager::nextStep(int step) { CCLOG("step = %d",step); const StepInfo& stepInfo = m_vecStep.at(step); if (getWait()) { return; } if (isLimit(stepInfo)) { return; } m_guideLayer->removeFromParent(); getParent()->addChild(m_guideLayer, GUIDE_LAYER_ZORDER); if (stepInfo.getNextStepId() == END) { endGuide(); return; } else if (stepInfo.getNextStepId() == WAIT) { setWait(true); } else if (stepInfo.getNextStepId() == SLEEP) { getGuideLayer()->sleep(); } else if (stepInfo.getNextStepId() == WAKE) { getGuideLayer()->wake(); } // by order checkDialog(stepInfo); checkRect(stepInfo); checkTalk(stepInfo); checkHand(stepInfo); checkEvent(stepInfo); setNextStepId(step + 1); }
float Personality::determineEmotion() { int count = 0; if(checkHunger()) { count++; } if(checkThirst()) { count++; } if(checkBladder()) { count++; } if(checkTired()) { count++; } if(checkFear()) { count++; } if(checkBoredom()) { count++; } if(checkTalk()) { count++; } if(checkToxication()) { count++; } HVDynamics.Ment.Emotion = count * 10; return HVDynamics.Ment.Emotion; }