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context: office, gamedevelopement, coffee, spillage, questioning life + context: office, game crashing, bugs, errors gender: FEMALE speakingSpeed: 1.1 playSound: 0 - generate: 0 + generate: 1 --- !u!82 &1891423493 AudioSource: m_ObjectHideFlags: 0 @@ -9724,10 +9724,18 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 707d39e7a8ed7a44a8341ead8ee2a9ad, type: 3} m_Name: m_EditorClassIdentifier: +<<<<<<< HEAD _caffeine_level: 0 _hunger_level: 0 _happiness_level: 100 _developement_power: 100 +======= + _caffeineLevel: 0 + _hungerLevel: 0 + _happinessLevel: 100 + _developementPower: 100 + eventRate: 1 +>>>>>>> bd4fc70ca5dee9f3506037e77bd9556f108b202d --- !u!1001 &1901183706 PrefabInstance: m_ObjectHideFlags: 0 @@ -11888,6 +11896,63 @@ PrefabInstance: m_AddedGameObjects: [] m_AddedComponents: [] m_SourcePrefab: {fileID: 100100000, guid: f13b72967b20549d5aff589765bc47c2, type: 3} +--- !u!1001 &6633369173471466424 +PrefabInstance: + m_ObjectHideFlags: 0 + serializedVersion: 2 + m_Modification: + serializedVersion: 3 + m_TransformParent: {fileID: 0} + m_Modifications: + - 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[SerializeField] private double _caffeine_level = 0.0; // max 100 - [SerializeField] private double _hunger_level = 0.0; // max 100 - [SerializeField] private double _happiness_level = 100.0; // max 100 - [SerializeField] private double _developement_power = 100.0; // max unlimited + [SerializeField] private double _caffeineLevel = 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 _developementPower = 100.0; // max unlimited, min 0 + [SerializeField] double eventRate = 1.0; // max 60, min 0 -> how many events are requested per minute // Start is called before the first frame update void Start() @@ -25,10 +26,10 @@ public class NPC_Behavior : MonoBehaviour { return new Dictionary { - { "Caffine", _caffeine_level }, - { "Hunger", _hunger_level }, - { "Happiness", _happiness_level }, - { "Developement Power", _developement_power } + { "Caffine", _caffeineLevel }, + { "Hunger", _hungerLevel }, + { "Happiness", _happinessLevel }, + { "Developement Power", _developementPower } }; } @@ -39,16 +40,16 @@ public class NPC_Behavior : MonoBehaviour switch (key) { case "Caffine": - _caffeine_level = stats[key]; + _caffeineLevel = stats[key]; break; case "Hunger": - _hunger_level = stats[key]; + _hungerLevel = stats[key]; break; case "Happiness": - _happiness_level = stats[key]; + _happinessLevel = stats[key]; break; case "Developement Power": - _developement_power = stats[key]; + _developementPower = stats[key]; break; default: Debug.LogError("Unknown Stat/Key");