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m_Layer: 0
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m_TagString: Untagged
@ -267,24 +266,5 @@ MonoBehaviour:
_caffeineLevel: 0
_hungerLevel: 0
_happinessLevel: 100
_baseDevelopementPower: 100
_developementPower: 100
eventRate: 1
_gameManager: {fileID: 0}
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@ -4,7 +4,7 @@ using UnityEngine;
public class DeveloperNeeds : MonoBehaviour
{
[SerializeField] List<GameObject> Needs = new List<GameObject>();
[SerializeField] List<GameObject> Events = new List<GameObject>();
// Start is called before the first frame update
void Start()
@ -17,25 +17,4 @@ 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;
}
}
}

View File

@ -32,14 +32,12 @@ public class NPC_Behavior : MonoBehaviour
/// </summary>
public double DevelopmentPower => _developementPower;
private GameManager _gameManager;
private DeveloperNeeds _developerNeeds;
public GameManager _gameManager;
// Start is called before the first frame update
void Start()
{
_gameManager = GameManager.Instance;
_developerNeeds = GetComponent<DeveloperNeeds>();
}
// Update is called once per frame

View File

@ -1,28 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpinningSpinner : MonoBehaviour
{
public float spinningSpeed = 100.0f;
public float hoverSpeed = 1.5f;
public float hoverHeight = 0.1f;
private float originalY;
void Start()
{
// Ursprüngliche Y-Position des Objekts speichern
originalY = transform.position.y;
}
// Update is called once per frame
void Update()
{
transform.Rotate(0, 0, Time.deltaTime * spinningSpeed);
float newY = originalY + (Mathf.Cos(Time.time * hoverSpeed) * hoverHeight);
transform.position = new Vector3(transform.position.x, newY, transform.position.z);
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