new asset added
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@ -7,19 +7,47 @@ public class NPC_Behavior : MonoBehaviour
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[SerializeField] private double _caffeineLevel = 0.0; // max 100, min 0
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[SerializeField] private double _hungerLevel = 0.0; // max 100, min 0
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[SerializeField] private double _happinessLevel = 100.0; // max 100, min 0
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[SerializeField] private double _baseDevelopementPower = 100.0; // max 100, min 0
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[SerializeField] private double _developementPower = 100.0; // max unlimited, min 0
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[SerializeField] double eventRate = 1.0; // max 60, min 0 -> how many events are requested per minute
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/// <summary>
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/// Gibt das Koffeinlevel des Entwicklers zur<75>ck
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/// </summary>
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public double CaffeineLevel => _caffeineLevel;
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/// <summary>
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/// Gibt das Hungerlevel des Entwicklers zur<75>ck
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/// </summary>
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public double HungerLevel => _hungerLevel;
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/// <summary>
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/// Gibt das Zufriedenheitslevel des Entwicklers zur<75>ck
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/// </summary>
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public double HappnessLevel => _happinessLevel;
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/// <summary>
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/// Gibt die Basisentwicklungskraft des Entwicklers zur<75>ck
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/// </summary>
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public double BaseDevelopementPower => _baseDevelopementPower;
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/// <summary>
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/// Gibt die jetzige Entwicklungskraft des Entwicklers zur<75>ck
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/// </summary>
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public double DevelopmentPower => _developementPower;
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public GameManager _gameManager;
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// Start is called before the first frame update
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void Start()
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{
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_gameManager = GameManager.Instance;
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}
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// Update is called once per frame
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void Update()
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{
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// fire event
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if (UnityEngine.Random.Range(0, 60) == 0)
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{
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Debug.Log("TEST");
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}
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}
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public Dictionary<string, double> GetStats()
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