public void Init(string name) //method used for random { ConversationalNpcName = name; int i = 0; foreach (string s in keys) { int x = Random.Range(0, 100); NpcValueRating = getRandomNPCValue(x); //rating if (NpcValueRating == RatingVlaues.High) { tempHighVlaue.Add(s); } ConvCharacterMoralFactors.Add(s, NpcValueRating); i++; } FatherModel = new StrictFatherMorality(); MotherModel = new NurturantParentMorality(); setContradictingValues(); int index = UnityEngine.Random.Range(0, tempHighVlaue.Count); setMoralFocusArea(tempHighVlaue[index]); ahereToModel(); /*Debug.Log("check these values out : EnviromentalistAnti " + ConvCharacterMoralFactors["EnviromentalistAnti"] + "and ebviromentalist" + * ConvCharacterMoralFactors["Enviromentalist"] + "school is cool followed by drool " + ConvCharacterMoralFactors["SchoolIsCool"] + ConvCharacterMoralFactors["schoolIsDrool"]); */ }
void chooseARandomModel() { FatherModel = new StrictFatherMorality(); }