public void InicializarStatus() { _myAnimator.SetBool("IdleSad", false); _mudStain.enabled = false; _fleaStain.enabled = false; _chain.enabled = false; _badStates = new List <State>(); _dogStates = new List <State>(); _badStates.Add(hungry); _badStates.Add(sad); _badStates.Add(dirty); _badStates.Add(pulga); _badStates.Add(acorrentado); //int numBadStates = 3; int numBadStates = Global.numBadStates; int r; int pesito; for (int i = 0; i < numBadStates; i++) { r = Random.Range(0, _badStates.Count); pesito = Random.Range(1, 4); _badStates[r].peso = pesito; _dogStates.Add(_badStates[r]); _badStates.Remove(_badStates[r]); maxPoints += (float)pesito * 10f; } for (int i = 0; i < _dogStates.Count; i++) { Debug.Log(_dogStates[i].nome + " " + _dogStates[i].peso); } if (checkState("Acorrentado")) { _chain.enabled = true; chainB.enabled = true; } if (checkState("Sujo")) { _mudStain.enabled = true; } if (checkState("Pulga")) { _fleaStain.enabled = true; } if (checkState("Triste")) { PlayAnimation("Sad"); _myAnimator.SetBool("IdleSad", true); mu.PlaySad(); //Debug.Log("Checou triste"); } else { PlayAnimation("Idle"); } if (checkState("Fome")) { //play hmmmmm sound - som de fome } StartMedicalStats(); }