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; }
void Start() { _hunger = startingHunger; _thirst = startingThirst; _happiness = startingHappiness; _sickness = startingSickness; _fear = startingSickness; GameObject gameController = GameObject.FindGameObjectWithTag("GameController"); VillagerStatsDecaying decayingComponent= gameController.GetComponent<VillagerStatsDecaying>(); _maxHungerTime = decayingComponent.hungerDecayingTime; _maxThirstTime = decayingComponent.thirstDecayingTime; _maxHappinessTime = decayingComponent.happinessDecayingTime; _maxSicknessTime = decayingComponent.sicknessDecayingTime; _maxFearTime = decayingComponent.fearDecayingTime; _resetImmunityTimer = decayingComponent.immunityTime; _actionsRef = GetComponent<VillagerActions>(); _immunityHungerTimer=0f; _immunitySicknessTimer=0f; _immunityThirstTimer=0f; _immunityFearTimer=0f; _immunityHappinessTimer=0f; }