void Start() { stateInput = new HenStateInput(this); state = new HenIdleState(stateInput); breed = HenBreed.RedStar; //reinitialize these only if they were not already assigned by the spawner if (henName == null) { henName = "Hen McHenface"; } if (love == null) { love = new Stat(this, 0, Resources.Load <GameObject>("Prefabs/SpeedIncrease")); } if (size == null) { size = new Stat(this, 0, Resources.Load <GameObject>("Prefabs/SpeedIncrease")); } if (fitness == null) { fitness = new Stat(this, 0, Resources.Load <GameObject>("Prefabs/SpeedIncrease")); } if (featherQuality == null) { featherQuality = new Stat(this, 0, Resources.Load <GameObject>("Prefabs/SpeedIncrease")); } }
public int breedNumber; // we have to cast this to int for the serialization to work properly public HenInfo(string henName, HenBreed breed, float size, float love, float fitness, float feathers) { this.name = henName; this.breedNumber = (int)breed; this.sizeStat = size; this.loveStat = love; this.fitnessStat = fitness; this.feathersStat = feathers; }
private void spawnHen() { string newName = NamesList.getNextName(); int breedn = Random.Range(0, 3); HenBreed breed = (HenBreed)breedn; spawnHen(new HenInfo(newName, breed, 0, 0, 0, 0)); }
void Start() { stateInput = new HenStateInput(this); state = new HenIdleState(stateInput); breed = HenBreed.RedStar; speed = new Stat(this, 0, Resources.Load <GameObject>("Prefabs/SpeedIncrease")); StartCoroutine(wander()); }
public void spawnHen(HenBreed breed) { string newName = NamesList.getNextName(); spawnHen(new HenInfo(newName, breed, 0, 0, 0, 0)); }