feat: implement survival, crafting, memory, and social systems
- Phase 13: Autonomous Agency - agents now have actions and locations - Phase 15: Sickness mechanics with immunity and weather effects - Phase 16: Crafting system (medicine from herbs) - Phase 17-A: Resource scarcity with tree fruit regeneration - Phase 17-B: Social roles (leader, follower, loner) with clique behavior - Phase 17-C: Random events support - Add AgentMemory model for long-term agent memory storage - Add memory_service for managing agent memories - Update Unity client models and event handlers 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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@@ -38,7 +38,6 @@ namespace TheIsland.UI
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private List<GameObject> _entries = new List<GameObject>();
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private bool _visible = true;
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private int _unread = 0;
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private bool _ready = false;
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private void Awake()
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{
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@@ -83,7 +82,6 @@ namespace TheIsland.UI
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if (NetworkManager.Instance != null)
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{
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SubscribeEvents();
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_ready = true;
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AddLog("事件日志已就绪", Color.yellow);
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Debug.Log("[EventLog] 初始化完成");
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}
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