# Conflicts:
#	3d Prototyp/Assets/Scenes/NPC_Test.unity
This commit is contained in:
Meiko Remiorz 2024-04-04 12:18:22 +02:00
commit 5a86b8b4f5
8 changed files with 229 additions and 14 deletions

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context: office, gamedevelopement, coffee, spillage, questioning life
context: office, game crashing, bugs, errors
gender: FEMALE
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<<<<<<< HEAD
_caffeine_level: 0
_hunger_level: 0
_happiness_level: 100
_developement_power: 100
=======
_caffeineLevel: 0
_hungerLevel: 0
_happinessLevel: 100
_developementPower: 100
eventRate: 1
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@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameManager : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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@ -4,10 +4,11 @@ using UnityEngine;
public class NPC_Behavior : MonoBehaviour
{
[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<string, double>
{
{ "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");