public void GenerateStaterCharacter()
    {
        EmployeeData employeeData = new EmployeeData();

        employeeData.characterID  = 1;
        employeeData.employeeName = "TED";
        employeeData.employeeID   = "emp" + 0;

        employeeData.mood_max    = UnityEngine.Random.Range(80, 150);
        employeeData.stamina_max = UnityEngine.Random.Range(100, 150);

        JobData jobData1 = new JobData();
        JobData jobData2 = new JobData();
        JobData jobData3 = new JobData();

        jobData1.jobType = JobType.Programmer;
        jobData2.jobType = JobType.Graphic;
        jobData3.jobType = JobType.Game_Writer;

        jobData1.level = 2;
        jobData2.level = 2;
        jobData3.level = 2;

        employeeData.AddJob(jobData1);
        employeeData.AddJob(jobData2);
        employeeData.AddJob(jobData3);

        //employeeData.natures = RandomNature(maxNature, maxLevelNature);
        employeeData.stateAI = AIAsset.instance.StarterStateAI().ToString();

        employeeData.salary = 0;

        HireEmployee(employeeData);
    }
    public EmployeeData GenerateEmployeeData(int maxComponent, int maxLevelComponent, int maxNature, int maxLevelNature)
    {
        EmployeeData employeeData = new EmployeeData();

        employeeData.characterID  = CharacterAsset.instance.RandomCharacterID();
        employeeData.employeeID   = "emp" + UnityEngine.Random.Range(1, 9999999);
        employeeData.employeeName = "Emp:" + employeeData.employeeID;

        employeeData.employeeStatus = EmployeeStatus.Recruitment;

        employeeData.mood_max    = UnityEngine.Random.Range(80, 151);
        employeeData.stamina_max = UnityEngine.Random.Range(100, 151);

        for (int i = 0; i < UnityEngine.Random.Range(1, 4); i++)
        {
            employeeData.AddJob(new JobData().RandomJobData(5));
        }

        employeeData.salary = (employeeData.GetAllJobLevel() * 5000);

        employeeData.stateAI = AIAsset.instance.StarterStateAI().ToString();

        return(employeeData);
    }