void Fight(GameObject thePlayer, Enemy enemy) { // GET EQUIPPED SHIT PersonBehaviour player_methods = thePlayer.GetComponent <PersonBehaviour>(); //int equipped_weapon_damage = player_methods.getDamage (); // LOWER HEALTHS // LOWER DURABILITIES // SEND POST REQUEST FOR NEW FIGHT EVENT }
public void SetState(PersonBehaviour newState) { State = newState; switch (newState) { case PersonBehaviour.Idle: objRenderer.material.color = Color.blue; Speed = 1f; break; case PersonBehaviour.Social: objRenderer.material.color = Color.cyan; Speed = 2f; break; case PersonBehaviour.Stroll: objRenderer.material.color = Color.green; Speed = 2f; break; case PersonBehaviour.Panic: objRenderer.material.color = Color.yellow; Speed = 5f; break; case PersonBehaviour.Escape: objRenderer.material.color = Color.red; Speed = 6f; break; default: objRenderer.material.color = Color.grey; Speed = 1f; break; } }
public void SetCollecter(PersonBehaviour currPerson) { currentCollectingPerson = currPerson; currentCollectingPerson.isCollecter = true; }
public Person(string name, int age, PersonBehaviour behaviour) { Name = name; Age = age; Behaviour = behaviour; }