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- using UnityEngine;
- using System.Collections.Generic;
- [System.Serializable]
- public class CharacterRelations
- {
- private Dictionary<string, float> 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<string, float> GetAll() => relationshipScores;
- }
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