// Use this for initialization void Start() { singleton = this; hungryBar = GameObject.FindWithTag("Hungry").GetComponent <Image>(); currentHungry = 10; fillAmount = (float)currentHungry / maxHungry; handleBar(); }
/// <summary> /// This generates the conditions of the new cow /// </summary> private void GenerateConditions() { //:TODO: add individual variation into fuzzy distributions // Wellness - Physical conditions m_Pain = new Pain(this); m_Sick = new Sick(this); m_Wounded = new Wounded(this); m_Damage = new Damage(this); m_Tired = new Tired(this); m_Hungry = new Hungry(this); m_Thirsty = new Thirsty(this); m_Dead = new Dead(this); // Contentment - Mental conditions m_Anger = new Angry(this); m_Sleepy = new Sleepy(this); m_Scared = new Scared(this); m_Bored = new Bored(this); m_Lonely = new Lonely(this); m_Happy = new Happy(this); m_Eager = new Eager(this); }
//Or: public HungerAttribute(Hungry level) { _HungerLevel = level; }