GameVsJam/3d Prototyp/Assets/Scripts/NPC_Behavior.cs

111 lines
3.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.ComponentModel;
using UnityEngine;
public class NPC_Behavior : MonoBehaviour
{
[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 _baseDevelopementPower = 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
/// <summary>
/// Gibt das Koffeinlevel des Entwicklers zurück
/// </summary>
public double CaffeineLevel => _caffeineLevel;
/// <summary>
/// Gibt das Hungerlevel des Entwicklers zurück
/// </summary>
public double HungerLevel => _hungerLevel;
/// <summary>
/// Gibt das Zufriedenheitslevel des Entwicklers zurück
/// </summary>
public double HappnessLevel => _happinessLevel;
/// <summary>
/// Gibt die Basisentwicklungskraft des Entwicklers zurück
/// </summary>
public double BaseDevelopementPower => _baseDevelopementPower;
/// <summary>
/// Gibt die jetzige Entwicklungskraft des Entwicklers zurück
/// </summary>
public double DevelopmentPower => _developementPower;
private GameManager _gameManager;
private DeveloperNeeds _developerNeeds;
[SerializeField] private float _timer;
private float _timeBetweenEvents;
// Start is called before the first frame update
void Start()
{
_gameManager = GameManager.Instance;
_developerNeeds = GetComponent<DeveloperNeeds>();
ResetTimer();
}
// Update is called once per frame
void Update()
{
_timer -= Time.deltaTime;
if (_timer <= 0)
{
List<string> needs = new List<string>() { "coffee", "mate", "toilet" };
_developerNeeds.spawnNeed(needs[UnityEngine.Random.Range(0, needs.Count)]);
ResetTimer();
}
}
void ResetTimer()
{
if (eventRate <= 0)
{
_timeBetweenEvents = float.MaxValue;
}
else
{
_timeBetweenEvents = 60f / (float)eventRate;
_timer = Random.Range(0.5f * _timeBetweenEvents, 1.5f * _timeBetweenEvents);
}
}
public Dictionary<string, double> GetStats()
{
return new Dictionary<string, double>
{
{ "Caffine", _caffeineLevel },
{ "Hunger", _hungerLevel },
{ "Happiness", _happinessLevel },
{ "Developement Power", _developementPower }
};
}
public void SetStats(Dictionary<string, double> stats)
{
foreach (string key in stats.Keys)
{
switch (key)
{
case "Caffine":
_caffeineLevel = stats[key];
break;
case "Hunger":
_hungerLevel = stats[key];
break;
case "Happiness":
_happinessLevel = stats[key];
break;
case "Developement Power":
_developementPower = stats[key];
break;
default:
Debug.LogError("Unknown Stat/Key");
break;
}
}
}
}