an simons sachen angepasst
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@ -7,35 +7,9 @@ using UnityEngine;
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public class NPC_Behavior : MonoBehaviour
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public class NPC_Behavior : MonoBehaviour
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{
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{
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[SerializeField] GameObject confettiEffect;
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[SerializeField] GameObject confettiEffect;
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[SerializeField] private double _caffeineLevel = 0.0; // max 100, min 0
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[SerializeField] double eventRate = 1.0; // max 60, min 0 -> how many events are fired per minute
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[SerializeField] private double _hungerLevel = 0.0; // max 100, min 0
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[SerializeField] private double _happinessLevel = 100.0; // max 100, min 0
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[SerializeField] private double _baseDevelopementPower = 100.0; // max 100, min 0
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[SerializeField] private double _developementPower = 100.0; // max unlimited, min 0
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[SerializeField] double eventRate = 1.0; // max 60, min 0 -> how many events are requested per minute
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[SerializeField] private float _startTime = 30.0f;
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[SerializeField] private float _startTime = 30.0f;
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/// <summary>
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/// Gibt das Koffeinlevel des Entwicklers zurück
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/// </summary>
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public double CaffeineLevel => _caffeineLevel;
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/// <summary>
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/// Gibt das Hungerlevel des Entwicklers zurück
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/// </summary>
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public double HungerLevel => _hungerLevel;
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/// <summary>
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/// Gibt das Zufriedenheitslevel des Entwicklers zurück
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/// </summary>
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public double HappnessLevel => _happinessLevel;
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/// <summary>
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/// Gibt die Basisentwicklungskraft des Entwicklers zurück
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/// </summary>
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public double BaseDevelopementPower => _baseDevelopementPower;
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/// <summary>
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/// Gibt die jetzige Entwicklungskraft des Entwicklers zurück
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/// </summary>
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public double DevelopmentPower => _developementPower;
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private GameManager _gameManager;
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private GameManager _gameManager;
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private NPC_EventStack _eventStack;
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private NPC_EventStack _eventStack;
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private Text2Speech _text2Speech;
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private Text2Speech _text2Speech;
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@ -178,42 +152,6 @@ public class NPC_Behavior : MonoBehaviour
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return _currentNeed == null;
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return _currentNeed == null;
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}
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}
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public Dictionary<string, double> GetStats()
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{
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return new Dictionary<string, double>
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{
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{ "Caffeine", _caffeineLevel },
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{ "Hunger", _hungerLevel },
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{ "Happiness", _happinessLevel },
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{ "Developement Power", _developementPower }
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};
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}
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public void SetStats(Dictionary<string, double> stats)
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{
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foreach (string key in stats.Keys)
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{
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switch (key)
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{
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case "Caffeine":
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_caffeineLevel = stats[key];
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break;
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case "Hunger":
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_hungerLevel = stats[key];
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break;
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case "Happiness":
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_happinessLevel = stats[key];
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break;
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case "Developement Power":
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_developementPower = stats[key];
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break;
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default:
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Debug.LogError("Unknown Stat/Key");
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break;
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}
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}
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}
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public void Talk()
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public void Talk()
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{
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{
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//if (!_audioSource.isPlaying)
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//if (!_audioSource.isPlaying)
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