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[SerializeField] List Events = new List(); + [SerializeField] List Needs = new List(); // Start is called before the first frame update void Start() @@ -17,4 +17,25 @@ public class DeveloperNeeds : MonoBehaviour { } + + public void spawnNeed(string needName) + { + switch (needName) + { + case "coffee": + Instantiate(Needs[0], new Vector3(transform.position.x, transform.position.y + 1.0f, transform.position.z), Quaternion.identity); + break; + case "mate": + Instantiate(Needs[1], new Vector3(transform.position.x, transform.position.y + 1.0f, transform.position.z), Quaternion.identity); + break; + case "toilet": + Instantiate(Needs[2], new Vector3(transform.position.x, transform.position.y + 1.0f, transform.position.z), Quaternion.identity); + break; + case "money": + Instantiate(Needs[3], new Vector3(transform.position.x, transform.position.y + 1.0f, transform.position.z), Quaternion.identity); + break; + default: + break; + } + } } diff --git a/3d Prototyp/Assets/Scripts/NPC_Behavior.cs b/3d Prototyp/Assets/Scripts/NPC_Behavior.cs index f66ba76d..f39e644b 100644 --- a/3d Prototyp/Assets/Scripts/NPC_Behavior.cs +++ b/3d Prototyp/Assets/Scripts/NPC_Behavior.cs @@ -32,12 +32,14 @@ public class NPC_Behavior : MonoBehaviour /// public double DevelopmentPower => _developementPower; - 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