using System.Collections; using System.Collections.Generic; using UnityEngine; public class PersonIndicators : MonoBehaviour { [Header("Person Indicators")] [SerializeField] float happiness = 1f; [SerializeField] float supplied = 1f; [Header("Decay Modifiers")] [SerializeField] float suppliedDecayModifier = 0.4f; [SerializeField] float happinessDecayModifier = 0.1f; public float GetHappiness() => happiness; public float GetSupplied() => supplied; void Start() { TimeManager.OnDayUpdate += OnDayUpdate; } void OnDayUpdate() { DecreaseSupplied(Random.Range(0.0f, suppliedDecayModifier)); // Random Percentage probability if (supplied <= 0.2f) { DecreaseHappiness(happinessDecayModifier); } } public void IncreaseHappiness(float value) { if(happiness + value <= 1f) { happiness += value; } else { happiness = 1f; } } public void DecreaseHappiness(float value) { if(happiness - value >= 0f) { happiness -= value; } } public void IncreaseSupplied(float value) { if (supplied + value <= 1f) { supplied += value; } else { supplied = 1f; } } public void DecreaseSupplied(float value) { if (supplied - value >= 0f) { supplied -= value; } } }