using UnityEngine; using System.Collections.Generic; [System.Serializable] public class CharacterRelations { private Dictionary relationshipScores = new(); public void Modify(string targetName, float delta) { if (!relationshipScores.ContainsKey(targetName)) relationshipScores[targetName] = 0; relationshipScores[targetName] += delta; } public float Get(string targetName) { return relationshipScores.ContainsKey(targetName) ? relationshipScores[targetName] : 0f; } public Dictionary GetAll() => relationshipScores; }