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); }