// Create the initial NPC public void init(Building h, Building w) { // Decide where the npc works and lives home = h; work = w; home.owners.Add(this); work.owners.Add(this); // Create a random sprite and initialize it sprite = GetComponent <npcSprite>(); sprite.init(); fillInventoy(); // Create a random state and personality for the npc initState(); initPersonality(); sprite.placeAt(new Vector3(tileX, tileY, 0)); sprite.undraw(); // How fast the NPC moves if (personality == Personality.lazy) { movementSpeed = Random.Range(1.0f, 1.5f); } else { movementSpeed = Random.Range(0.5f, 1.0f); } }
// Create the initial NPC public void init(Building h, Building w, int ID) { // Decide where the npc works and lives home = h; work = w; homeTile = home.loc; workTile = work.loc; this.ID = ID; home.owners.Add(this); work.owners.Add(this); // Create a random sprite and initialize it sprite = GetComponent <npcSprite>(); sprite.init(); sprite.textbox = textbox; // Create a random state and personality for the npc initState(); initPersonality(); // We're done with the sprite for now sprite.placeAt(new Vector3(tileX, tileY, 0)); sprite.undraw(); // How fast the NPC moves initially if (personality == "lazy") { movementSpeed = Random.Range(1.5f, 2.0f); } else { movementSpeed = Random.Range(0.5f, 1.0f); } }
// Removes the npc from the screen public void undraw() { sprite.undraw(); if (hasQuest) { quest.SetActive(false); } }