an simons sachen angepasst

This commit is contained in:
klappstuhl24 2024-04-05 21:10:10 +02:00
parent afff825d64
commit 3f907d13b9
1 changed files with 1 additions and 63 deletions

View File

@ -7,35 +7,9 @@ using UnityEngine;
public class NPC_Behavior : MonoBehaviour public class NPC_Behavior : MonoBehaviour
{ {
[SerializeField] GameObject confettiEffect; [SerializeField] GameObject confettiEffect;
[SerializeField] private double _caffeineLevel = 0.0; // max 100, min 0 [SerializeField] double eventRate = 1.0; // max 60, min 0 -> how many events are fired per minute
[SerializeField] private double _hungerLevel = 0.0; // 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] double eventRate = 1.0; // max 60, min 0 -> how many events are requested per minute
[SerializeField] private float _startTime = 30.0f; [SerializeField] private float _startTime = 30.0f;
/// <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;
private GameManager _gameManager; private GameManager _gameManager;
private NPC_EventStack _eventStack; private NPC_EventStack _eventStack;
private Text2Speech _text2Speech; private Text2Speech _text2Speech;
@ -178,42 +152,6 @@ public class NPC_Behavior : MonoBehaviour
return _currentNeed == null; return _currentNeed == null;
} }
public Dictionary<string, double> GetStats()
{
return new Dictionary<string, double>
{
{ "Caffeine", _caffeineLevel },
{ "Hunger", _hungerLevel },
{ "Happiness", _happinessLevel },
{ "Developement Power", _developementPower }
};
}
public void SetStats(Dictionary<string, double> stats)
{
foreach (string key in stats.Keys)
{
switch (key)
{
case "Caffeine":
_caffeineLevel = stats[key];
break;
case "Hunger":
_hungerLevel = stats[key];
break;
case "Happiness":
_happinessLevel = stats[key];
break;
case "Developement Power":
_developementPower = stats[key];
break;
default:
Debug.LogError("Unknown Stat/Key");
break;
}
}
}
public void Talk() public void Talk()
{ {
//if (!_audioSource.isPlaying) //if (!_audioSource.isPlaying)