(); foreach (NPC npc in npcs) { // Randomly s"> (); foreach (NPC npc in npcs) { // Randomly s"> (); foreach (NPC npc in npcs) { // Randomly s">
using UnityEngine;
public class ToolManager : MonoBehaviour
{
public Tool[] tools;
public float minDurability = 0f;
public float maxDurability = 1.0f;
private int decimalPlaces = 1;
void Start()
{
RandomTools();
AssignedTool();
}
void RandomTools()
{
tools = FindObjectsOfType<Tool>();
foreach (Tool tool in tools)
{
tool.durability = Random.Range(minDurability, maxDurability);
tool.durability = Mathf.Round(tool.durability * Mathf.Pow(10, decimalPlaces)) / Mathf.Pow(10, decimalPlaces);
// Debug log to display the durability of the tool
Debug.Log($"Durability of Tool {tool.gameObject.name}: {tool.durability}");
tool.CalculateRepairUrgency();
}
}
void AssignedTool()
{
// Assuming you have NPCs in the scene
NPC[] npcs = FindObjectsOfType<NPC>();
foreach (NPC npc in npcs)
{
// Randomly select a tool for each NPC
Tool randomTool = tools[Random.Range(0, tools.Length)];
// Assign the random tool to the NPC
npc.AssignTool(randomTool);
// Log the assigned tool and its durability
Debug.Log($"Assigned Tool to NPC {npc.gameObject.name}: {randomTool.gameObject.name}, Durability: {randomTool.durability}");
}
}
}