// Use this for initialization void Awake() { assignedCitizens = new Dictionary<GameObject, int>(); numAssigned = 0; primaryEff = Utilities.Attributes.None; secondaryEff = Utilities.Attributes.None; primaryQual = Utilities.Attributes.None; secondaryQual = Utilities.Attributes.None; fatigueRate = 1; }
void Awake() { gameController = GameObject.Find ("GameController").GetComponent<GameController_Script>(); Deselect (); Unbuff(); canMove = true; maxAttributes = new Dictionary<Utilities.Attributes, float>(); currentAttributes = new Dictionary<Utilities.Attributes, float>(); render = this.gameObject.GetComponent<Renderer>(); //CapsuleCollider test = this.gameObject.GetComponent<Collider>(); idlePad = GameObject.Find ("Pad_Idle"); primaryEff = Utilities.Attributes.None; secondaryEff = Utilities.Attributes.None; primaryQual = Utilities.Attributes.None; secondaryQual = Utilities.Attributes.None; fatigueRate = 0f; buffParticles = buffIndicator.GetComponent<ParticleSystem>(); }
public void SetTaskAttributes(Utilities.Attributes pEff_in, Utilities.Attributes sEff_in, Utilities.Attributes pQual_in, Utilities.Attributes sQual_in, float fatigue_in) { primaryEff = pEff_in; secondaryEff = sEff_in; primaryQual = pQual_in; secondaryQual = sQual_in; fatigueRate = fatigue_in; }