void Start() { renderer = GetComponent<SpriteRenderer>(); _state = GetComponent<VillagerState>(); _actions = GetComponent<VillagerActions>(); _inventory = GetComponent<VillagerInventory>(); _storeRef = transform.parent.gameObject.transform.parent.gameObject.GetComponent<VillageGenerator>().StoreHouse.GetComponent<storeManagement>(); currentState = executionState.Free; if (_state.workplace == null) _state.workplace = transform.parent.gameObject.transform.parent.gameObject.GetComponent<VillageGenerator>().Crop; _workplace = _state.workplace.transform.position; if (_state.wareHouse == null) _state.wareHouse = transform.parent.gameObject.transform.parent.gameObject.GetComponent<VillageGenerator>().Warehouse; _warehouse = _state.wareHouse.transform.position; currentWorkingState = workingState.standby; _dangerTimer = 0; }
// Use this for initialization void Start () { VillagerStatsDecaying state =GameObject.FindGameObjectWithTag("GameController").GetComponent<VillagerStatsDecaying>(); _storeRef = transform.parent.gameObject.transform.parent.gameObject.GetComponent<VillageGenerator>().StoreHouse.GetComponent<storeManagement>(); _hungerDecayingTime = state.hungerDecayingTime; _thirstDecayingTime = state.thirstDecayingTime; _sicknessDecayingTime = state.sicknessDecayingTime; int nfood = (int)Random.Range(0, 10000) % 4; food =new int[3]; for (int i = 0; i < nfood; i++) food[i] = (int)Random.Range(0, 10000000) % (int)_hungerDecayingTime / 2; int ndrink = (int)Random.Range(0, 10000) % 4; drink = new int[3]; for (int i = 0; i < ndrink; i++) { int val= (int)Random.Range(0, 10000000) % (int)_thirstDecayingTime / 2; if (val == 0) drink[i] = 1; else drink[i] = val; } int nmedicine = (int)Random.Range(0, 10000) % 4; medicine = new int[3]; for (int i = 0; i < nmedicine; i++) { int val = (int)Random.Range(0, 10000000) % (int)_sicknessDecayingTime / 2; if (val == 0) medicine[i] = 1; else medicine[i] = val; } if ((int)Random.Range(0, 10000) % 2 == 0) weapon = false; else weapon = true; money = (int)Random.Range(0, 10000000) % 1000; }