void SetupNPCs() { int nbPeople; if (preInfected != 0) { nbPeople = Random.Range(preInfected, preInfected + 4); } else { nbPeople = Random.Range(1, 4); } for (int i = 0; i < nbPeople; i++) { GameObject npc = Instantiate(this.npc, transform.position, transform.rotation); People npcComponent = npc.GetComponent <People>(); npcComponent.home = this.gameObject; npcComponent.calculInfection = GetComponentInParent <CalculInfection>(); int nbFriends = Random.Range(1, 5); for (int j = 0; j < nbFriends; j++) { npcComponent.AddFriend(homeBuildings[Random.Range(0, homeBuildings.Count)]); } npcComponent.AddCenter(centerBuildings[Random.Range(0, centerBuildings.Count)]); if (preInfected != 0) { Debug.Log("Le isInfected dans la création : "); Debug.Log(npcComponent.isInfected); npcComponent.isInfected = true; Debug.Log(npcComponent.isInfected); } } }