// Update is called once per frame public void UpdateState() { if (!isSleeping) { isSleeping = true; currentTime = Time.fixedTime; } else { if (survivor.getSurvivorTiredness() < 90) { if (Time.fixedTime - currentTime >= 0.5f) { survivor.setSurvivorTiredness(survivor.getSurvivorTiredness() + 10); if (survivor.getSurvivorHealth() + 1 < 100) { survivor.setSurvivorHealth(survivor.getSurvivorHealth() + 1); } currentTime = Time.fixedTime; } } else { isSleeping = false; survivor.home.GetComponent <House>().setSign(0); ToHomeState(); } } }
// Update is called once per frame public void UpdateState() { survivor.GetComponent <Statistics>().AgentVisible(false); if (survivor.getSurvivorHunger() < 15 || survivor.getSurvivorThirst() < 15) { Debug.Log("MANGER"); ToNourrishState(); } else if (survivor.getSurvivorHealth() <= 50) { Debug.Log("SOIN"); ToHealState(); } else if (survivor.getSurvivorTiredness() < 15) { Debug.Log("DODO"); survivor.home.GetComponent <House>().setSign(1); ToSleepState(); } else if (survivor.collectState.getNoResources() && (!survivor.home.GetComponent <House>().haveFarm || !survivor.home.GetComponent <House>().haveWell) && survivor.home.GetComponent <House>().LowResources()) { survivor.home.GetComponent <House>().setSign(0); survivor.GetComponent <Statistics>().AgentVisible(true); survivor.sword.enabled = true; Debug.Log("A LA BATAILLE!"); ToFightState(); } else if ((!survivor.home.GetComponent <House>().haveWell || !survivor.home.GetComponent <House>().haveFarm) && survivor.home.GetComponent <House>().getScrap() >= 2) { survivor.home.GetComponent <House>().setSign(3); Debug.Log("BUILDING"); ToBuildState(); } else if (survivor.home.GetComponent <House>().getSafety() < 10 && survivor.home.GetComponent <House>().getScrap() >= 1) { survivor.home.GetComponent <House>().setSign(2); Debug.Log("REPARO!"); ToRepairState(); } else { survivor.home.GetComponent <House>().setSign(0); survivor.GetComponent <Statistics>().AgentVisible(true); ToCollectState(); } }