using System.Collections; using System.Collections.Generic; using UnityEngine; public class DeveloperNeeds : MonoBehaviour { [SerializeField] List Needs = new List(); private Text2Speech _text2speech; // Start is called before the first frame update void Start() { _text2speech = GetComponent(); } // Update is called once per frame void Update() { } public GameObject spawnNeed(string needName) { GameObject spawnedNeed = null; string context = ""; switch (needName) { case "coffee": spawnedNeed = Instantiate(Needs[0], new Vector3(0.0f, 2f, 0.0f), Needs[0].transform.rotation); context = "Office, The NPC wants coffee"; break; case "mate": spawnedNeed = Instantiate(Needs[1], new Vector3(0.0f, 2f, 0.0f), Needs[0].transform.rotation); context = "Office, The NPC wants a Club Mate"; break; case "toilet": spawnedNeed = Instantiate(Needs[2], new Vector3(0.0f, 2f, 0.0f), Needs[0].transform.rotation); context = "Office, The NPC wants to go to the toilet, toilet is clogged and dirty"; break; case "money": spawnedNeed = Instantiate(Needs[3], new Vector3(0.0f, 2f, 0.0f), Needs[0].transform.rotation); context = "Office, The NPC wants a raise, The NPC needs more money"; break; default: break; } if (spawnedNeed != null) { spawnedNeed.transform.SetParent(transform, false); spawnedNeed.transform.localScale = new Vector3(0.4f, 0.01f, 0.4f); _text2speech.Generate(context); return spawnedNeed; } return null; } }