Added Game Manager
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@ -4,10 +4,11 @@ using UnityEngine;
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public class NPC_Behavior : MonoBehaviour
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{
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[SerializeField] private double _caffeine_level = 0.0; // max 100
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[SerializeField] private double _hunger_level = 0.0; // max 100
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[SerializeField] private double _happiness_level = 100.0; // max 100
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[SerializeField] private double _developement_power = 100.0; // max unlimited
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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 _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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// Start is called before the first frame update
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void Start()
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@ -25,10 +26,10 @@ public class NPC_Behavior : MonoBehaviour
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{
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return new Dictionary<string, double>
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{
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{ "Caffine", _caffeine_level },
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{ "Hunger", _hunger_level },
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{ "Happiness", _happiness_level },
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{ "Developement Power", _developement_power }
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{ "Caffine", _caffeineLevel },
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{ "Hunger", _hungerLevel },
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{ "Happiness", _happinessLevel },
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{ "Developement Power", _developementPower }
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};
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}
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@ -39,16 +40,16 @@ public class NPC_Behavior : MonoBehaviour
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switch (key)
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{
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case "Caffine":
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_caffeine_level = stats[key];
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_caffeineLevel = stats[key];
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break;
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case "Hunger":
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_hunger_level = stats[key];
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_hungerLevel = stats[key];
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break;
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case "Happiness":
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_happiness_level = stats[key];
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_happinessLevel = stats[key];
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break;
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case "Developement Power":
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_developement_power = stats[key];
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_developementPower = stats[key];
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break;
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default:
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Debug.LogError("Unknown Stat/Key");
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