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@ -0,0 +1,20 @@
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||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class DeveloperNeeds : MonoBehaviour
|
||||||
|
{
|
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|
[SerializeField] List<GameObject> Events = new List<GameObject>();
|
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|
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|
// Start is called before the first frame update
|
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|
void Start()
|
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|
{
|
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|
|
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|
}
|
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|
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|
// Update is called once per frame
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|
void Update()
|
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|
{
|
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}
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}
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@ -0,0 +1,11 @@
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@ -7,19 +7,47 @@ public class NPC_Behavior : MonoBehaviour
|
||||||
[SerializeField] private double _caffeineLevel = 0.0; // max 100, min 0
|
[SerializeField] private double _caffeineLevel = 0.0; // max 100, min 0
|
||||||
[SerializeField] private double _hungerLevel = 0.0; // max 100, min 0
|
[SerializeField] private double _hungerLevel = 0.0; // max 100, min 0
|
||||||
[SerializeField] private double _happinessLevel = 100.0; // max 100, min 0
|
[SerializeField] private double _happinessLevel = 100.0; // max 100, min 0
|
||||||
|
[SerializeField] private double _baseDevelopementPower = 100.0; // max 100, min 0
|
||||||
[SerializeField] private double _developementPower = 100.0; // max unlimited, min 0
|
[SerializeField] private double _developementPower = 100.0; // max unlimited, min 0
|
||||||
[SerializeField] double eventRate = 1.0; // max 60, min 0 -> how many events are requested per minute
|
[SerializeField] double eventRate = 1.0; // max 60, min 0 -> how many events are requested per minute
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gibt das Koffeinlevel des Entwicklers zurück
|
||||||
|
/// </summary>
|
||||||
|
public double CaffeineLevel => _caffeineLevel;
|
||||||
|
/// <summary>
|
||||||
|
/// Gibt das Hungerlevel des Entwicklers zurück
|
||||||
|
/// </summary>
|
||||||
|
public double HungerLevel => _hungerLevel;
|
||||||
|
/// <summary>
|
||||||
|
/// Gibt das Zufriedenheitslevel des Entwicklers zurück
|
||||||
|
/// </summary>
|
||||||
|
public double HappnessLevel => _happinessLevel;
|
||||||
|
/// <summary>
|
||||||
|
/// Gibt die Basisentwicklungskraft des Entwicklers zurück
|
||||||
|
/// </summary>
|
||||||
|
public double BaseDevelopementPower => _baseDevelopementPower;
|
||||||
|
/// <summary>
|
||||||
|
/// Gibt die jetzige Entwicklungskraft des Entwicklers zurück
|
||||||
|
/// </summary>
|
||||||
|
public double DevelopmentPower => _developementPower;
|
||||||
|
|
||||||
|
public GameManager _gameManager;
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
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void Start()
|
void Start()
|
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{
|
{
|
||||||
|
_gameManager = GameManager.Instance;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
|
// fire event
|
||||||
|
if (UnityEngine.Random.Range(0, 60) == 0)
|
||||||
|
{
|
||||||
|
Debug.Log("TEST");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public Dictionary<string, double> GetStats()
|
public Dictionary<string, double> GetStats()
|
||||||
|
|