mirror of
https://github.com/DerTyp7/grow-ai-unity.git
synced 2025-10-30 12:57:09 +01:00
added freetime etc
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124
Assets/Scripts/Person/Person.cs
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124
Assets/Scripts/Person/Person.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public enum PersonStatus
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{
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WORK,
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SLEEP,
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FREETIME,
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PARK,
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STORE,
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}
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public class Person : MonoBehaviour
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{
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[Header("Person")]
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[SerializeField] string firstName = "";
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[SerializeField] string lastName = "";
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[SerializeField] City city;
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[SerializeField] House house;
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[SerializeField] Workplace workplace;
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public PersonStatus status;
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PersonMovement movement;
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PersonIndicators indicators;
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public string GetFirstName() => firstName;
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public string GetLastName() => lastName;
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public string GetFullName() => firstName + " " + lastName;
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System.DateTime goToWorkDateTime;
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void Awake()
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{
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city.AddCitizen(this);
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house.AddPerson(this);
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workplace.AddWorker(this);
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}
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void Start()
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{
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movement = GetComponent<PersonMovement>();
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indicators = GetComponent<PersonIndicators>();
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TimeManager.OnMinuteUpdate += OnMinuteUpdate;
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TimeManager.OnDayUpdate += OnDayUpdate;
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SetBehaivorDateTimes();
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FreeTime();
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}
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void OnDayUpdate()
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{
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SetBehaivorDateTimes();
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}
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void OnMinuteUpdate()
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{
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// Work -> FreeTime -> Sleep
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if (TimeManager.instance.GetDateTime() > goToWorkDateTime.AddHours(12)) // Sleep
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{
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Sleep();
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}else if (TimeManager.instance.GetDateTime() > goToWorkDateTime.AddHours(8)) // FreeTime
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{
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FreeTime();
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}
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else if (TimeManager.instance.GetDateTime() > goToWorkDateTime) // Work
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{
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Work();
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}
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}
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void FreeTime()
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{
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if(status == PersonStatus.STORE)
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{
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if(indicators.GetSupplied() == 1.0f)
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{
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status = PersonStatus.FREETIME;
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}
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}
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else
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{
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status = PersonStatus.FREETIME;
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}
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if(indicators.GetSupplied() < 0.3f || status == PersonStatus.STORE)
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{
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status = PersonStatus.STORE;
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Debug.Log(city.GetStores().Count - 1);
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movement.SetTarget(city.GetStores()[Random.Range(0, city.GetStores().Count-1)].transform);
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}
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else if(status == PersonStatus.FREETIME)
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{
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status = PersonStatus.PARK;
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movement.SetTarget(city.GetFreeTimeObjects()[Random.Range(0, city.GetFreeTimeObjects().Count)].transform);
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}
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}
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void Work()
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{
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status = PersonStatus.WORK;
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movement.SetTarget(workplace.transform);
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}
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void Sleep()
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{
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status = PersonStatus.SLEEP;
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movement.SetTarget(house.transform);
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}
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void SetBehaivorDateTimes()
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{
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System.DateTime currentDateTime = TimeManager.instance.GetDateTime();
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goToWorkDateTime = new System.DateTime(currentDateTime.Year,
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currentDateTime.Month,
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currentDateTime.Day,
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Random.Range(4, 9),
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Random.Range(0, 59),
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currentDateTime.Second);
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}
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}
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11
Assets/Scripts/Person/Person.cs.meta
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11
Assets/Scripts/Person/Person.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 8647d87746af05e41a97676f479a8da8
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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71
Assets/Scripts/Person/PersonIndicators.cs
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71
Assets/Scripts/Person/PersonIndicators.cs
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@@ -0,0 +1,71 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PersonIndicators : MonoBehaviour
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{
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[Header("Person Indicators")]
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[SerializeField] float happiness = 1f;
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[SerializeField] float supplied = 1f;
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[Header("Decay Modifiers")]
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[SerializeField] float suppliedDecayModifier = 0.4f;
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[SerializeField] float happinessDecayModifier = 0.1f;
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public float GetHappiness() => happiness;
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public float GetSupplied() => supplied;
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void Start()
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{
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TimeManager.OnDayUpdate += OnDayUpdate;
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}
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void OnDayUpdate()
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{
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DecreaseSupplied(Random.Range(0.0f, suppliedDecayModifier)); // Random Percentage probability
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if (supplied <= 0.2f)
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{
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DecreaseHappiness(happinessDecayModifier);
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}
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}
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public void IncreaseHappiness(float value)
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{
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if(happiness + value <= 1f)
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{
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happiness += value;
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}
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else
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{
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happiness = 1f;
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}
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}
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public void DecreaseHappiness(float value)
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{
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if(happiness - value >= 0f)
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{
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happiness -= value;
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}
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}
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public void IncreaseSupplied(float value)
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{
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if (supplied + value <= 1f)
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{
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supplied += value;
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}
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else
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{
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supplied = 1f;
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}
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}
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public void DecreaseSupplied(float value)
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{
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if (supplied - value >= 0f)
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{
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supplied -= value;
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}
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}
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}
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11
Assets/Scripts/Person/PersonIndicators.cs.meta
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11
Assets/Scripts/Person/PersonIndicators.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: d96c0dcd94a2a7848973dd95d150cc51
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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22
Assets/Scripts/Person/PersonMovement.cs
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22
Assets/Scripts/Person/PersonMovement.cs
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@@ -0,0 +1,22 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.AI;
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public class PersonMovement : MonoBehaviour
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{
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NavMeshAgent agent;
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private void Awake()
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{
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agent = GetComponent<NavMeshAgent>();
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agent.updateRotation = false;
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agent.updateUpAxis = false;
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//agent.avoidancePriority = Random.Range(1, 100);
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}
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public void SetTarget(Transform target)
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{
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agent.SetDestination(target.position);
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}
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}
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11
Assets/Scripts/Person/PersonMovement.cs.meta
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11
Assets/Scripts/Person/PersonMovement.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 92efa8c0fa40ca1429bb33b689b384ea
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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