using System.Collections.Generic;
using UnityEngine;
public class NPCManager : MonoBehaviour
{
public float minCompetency = 0f;
public float maxCompetency = 1.0f;
private int decimalPlaces = 1;
public float competencyLevel;
public static NPCManager instance;
private List<float> repairUrgencies = new List<float>();
// properties to store information about the selected tool
public float SelectedToolDurability { get; private set; }
public float SelectedToolRepairUrgency { get; private set; }
private void Awake()
{
instance = this;
}
public float GetRandomCompetency()
{
competencyLevel = Random.Range(minCompetency, maxCompetency);
competencyLevel = Mathf.Round(competencyLevel * Mathf.Pow(10, decimalPlaces)) / Mathf.Pow(10, decimalPlaces);
Debug.Log("NPC Competency Level: " + competencyLevel);
return competencyLevel;
}
// ReceiveRepairUrgency to store information about the selected tool
public void ReceiveRepairUrgency(float urgency, Tool tool)
{
repairUrgencies.Add(urgency);
SelectedToolDurability = tool.durability;
SelectedToolRepairUrgency = tool.repairUrgency;
Debug.Log("Selected Tool Durability: " + SelectedToolDurability);
Debug.Log("Selected Tool Repair Urgency: " + SelectedToolRepairUrgency);
PutNPCInQueue();
}
}