public void PutGeneticMaterial(VillagerBody body)
 {
     if (body.Female)
         FemaleMaterials.Enqueue(body.Genetics);
     else
         MaleMaterials.Enqueue(body.Genetics);
 }
    void GiveBirth()
    {
        Vector3 location = UnityEngine.Random.onUnitSphere;
        location.y = 0; location.Normalize();
        location *= Size * 1.1f;
        location += transform.position;
        VillagerBody newChild = Instantiate(VillagerPrefab, location, Quaternion.identity);
        newChild.transform.parent = transform.parent;
        newChild.Home = this;
        newChild.Alignment = Alignment;
        newChild.Female = UnityEngine.Random.value >= 0.5f;
        BrainWrapper newBrain = newChild.gameObject.AddComponent<BrainWrapper>();
        newBrain.Brain = BrainLoader.NewBrain();
        newBrain.SetRules(GameManager.Instance.Rules);

        if (FemaleMaterials.Count > 0 && MaleMaterials.Count > 0)
        {
            GeneticMaterial mother = FemaleMaterials.Dequeue();
            GeneticMaterial father = MaleMaterials.Dequeue();
            AiProtocol.IBrainGenetics childBrain = null;
            if (mother.BrainGenetics != null && father.BrainGenetics != null)
                childBrain = mother.BrainGenetics.Cross(father.BrainGenetics);
            newChild.Strength = (int)(mother.Strength + father.Strength + UnityEngine.Random.Range(-1f, 2f));
            newChild.Intelligence = (int)(mother.Intelligence + father.Intelligence + UnityEngine.Random.Range(-1f, 2f));
            newChild.Agility = (int)(mother.Agility + father.Agility + UnityEngine.Random.Range(-1f, 2f));
            newBrain.Initialize(childBrain);
        }
        else
        {
            newChild.Strength = (int)(UnityEngine.Random.Range(LowStrength, HighStrength) + 0.5f);
            newChild.Agility = (int)(UnityEngine.Random.Range(LowAgility, HighAgility) + 0.5f);
            newChild.Intelligence = (int)(UnityEngine.Random.Range(LowIntelligence, HighIntelligence) + 0.5f);
        }
    }
 public void PutGeneticMaterial(VillagerBody body)
 {
     if (body.Alignment != Alignment)
     {
         return;
     }
     if (body.Female)
     {
         FemaleMaterials.Enqueue(body.Genetics);
     }
     else
     {
         MaleMaterials.Enqueue(body.Genetics);
     }
 }