This looks extremely unpolished.
I'd hesitate to call this a game at this stage, you just walk around until you run out of time and die.
Unless you are doing this the red tape way with refinements, code reviews and testing, making food restore hunger and the water bottles restore water should take about 5 minutes tops. Based on my findings further down, you are not doing code reviews.
Maybe add in some transition effect so it doesn't instantly turn to night, make sure the player can get up the stairs without jumping and replace the cube enemies with something... Nothing wrong with using a template like UnityTemplateProjects::SimpleCameraController but it seems to have trouble with stairs...
AcceptFight::Pay
Why do you call Random.Range(1f, 999f) without saving the result?
BuildingCabin::Update
Why are you checking Woodsystem.theScore twice instead of using else?
Why is this in a hot loop instead of a delegate?
What is the performance implications of calling this.pickuptext.gameObject.SetActive potentially twice per frame?
(I got bored after BuildingCabin...)
Edit: I got bored so I had another look
Why do you have EnemyAi and EnemyAI? Which one is used?
Why does PickupFood::Update() increase Inventory.FoodScore instead of HungerSystem.theScore. Why is it called theScore and not something sensible like Food?
Why is there PickUpFood, PickUpWood but no PickUpWater? Why are these not parented to a generic Pickup class instead of being a copy paste of eachother? Why is the class that should be called PickUpWater called ThirstAdd?