60 lines
1.6 KiB
C#
60 lines
1.6 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class NPC_Behavior : MonoBehaviour
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{
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[SerializeField] private double _caffeine_level = 0.0; // max 100
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[SerializeField] private double _hunger_level = 0.0; // max 100
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[SerializeField] private double _happiness_level = 100.0; // max 100
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[SerializeField] private double _developement_power = 100.0; // max unlimited
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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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// Update is called once per frame
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void Update()
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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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{ "Caffine", _caffeine_level },
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{ "Hunger", _hunger_level },
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{ "Happiness", _happiness_level },
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{ "Developement Power", _developement_power }
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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 "Caffine":
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_caffeine_level = stats[key];
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break;
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case "Hunger":
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_hunger_level = stats[key];
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break;
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case "Happiness":
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_happiness_level = stats[key];
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break;
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case "Developement Power":
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_developement_power = 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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}
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