public IEnumerator initialisingCitizen() { yield return(new WaitForSeconds(0.1f)); // GAMEMANAGER AND ID citizenID = gameManager.getCitizenCatalog().getAmountOfCitizens(); gameManager.getCitizenCatalog().addCitizenToAllCitizens(this); // GENDER List <string> genders = new List <string> { "Male", "Female" }; gender = genders[Random.Range(0, genders.Count)]; // NAME List <string> maleFirstNames = new List <string> { "Hans", "Peter", "Ole", "Leonard", "Fredrik", "Markus", "Chad", "Rick", "Morty", "Erlend", "James", "Bertil" }; List <string> femaleFirstNames = new List <string> { "Siri", "Grete", "Karen", "Martha", "Marte", "Monica" }; List <string> lastNames = new List <string> { "Hansen", "Peterson", "Trump", "Opsal", "Taklo", "Berge", "Iversen", "Jakobsen", "Storeide", "Gaard", "Fiska", "Bush" }; if (gender == "Male") { citizenFirstName = maleFirstNames[Random.Range(0, maleFirstNames.Count)]; } else { citizenFirstName = femaleFirstNames[Random.Range(0, femaleFirstNames.Count)]; } citizenLastName = lastNames[Random.Range(0, lastNames.Count)]; transform.name = citizenFirstName + " " + citizenLastName + " " + citizenID; // AGE age = Random.Range(16, 60); // SKILLS skills = GetComponent <Skills>(); // PERKS perks = GetComponent <PerkCatalog>(); // INVENTORY inventory = transform.GetComponent <Inventory>(); // MODIFIERS health = 100; hunger = 100; thirst = 100; happiness = 100; // MOVEMENTSPEED movementSpeed = Random.Range(5, 12); citizenAgent.speed = movementSpeed; // STATUS status = null; // TOWN ALLIEGENCE AND LORD ALLIEGENCE if (home == null) { townAlliegence = null; } else { if (home.getTownBuildingIsApartOf()) { townAlliegence = home.getTownBuildingIsApartOf(); } } if (townAlliegence) { citizensLord = townAlliegence.getTownOwner(); } else { citizensLord = null; } // WEALTH wealth = Random.Range(0, 100); // POSITION position = transform.position; // ADD ITEMS TO INVENTORY /*Dictionary<string,int> listOfItems = new Dictionary<string, int>{ * {"Wood plank", 99}, * {"Stone", 99}, * {"Wood log", 99}, * {"Iron ore", 99} * }; * foreach(var item in listOfItems){ * getCitizenInventory().addItemToInventory(item.Key, item.Value); * }*/ relatives = null; initalizedCitizen = true; }