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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@@ -56,7 +56,6 @@ namespace TheIsland.Visual
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[SerializeField] private Color waterShallowColor = new Color(0.3f, 0.8f, 0.9f, 0.8f);
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[SerializeField] private Color waterDeepColor = new Color(0.1f, 0.4f, 0.6f, 0.9f);
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[SerializeField] private float waveSpeed = 0.5f;
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[SerializeField] private float waveAmplitude = 0.1f;
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[SerializeField] private Material customWaterMaterial; // Custom shader support
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#endregion
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