Beispiel #1
0
    private void PlaceAnimalOnPasture(int pastureIndex, AnimalSpecimen typeOfAnimal)
    {
        GameObject animal = GetAnimal(pastureIndex, typeOfAnimal);

        if (animal == null)
        {
            return;
        }

        animal.transform.position = GetRandomPositionInsideTransformBounds(pastureIndex);
    }
Beispiel #2
0
    private void PopulatePasture(int pastureIndex)
    {
        AnimalSpecimen animalType = _pasturesTypes[pastureIndex];


        int herdSize = _herdSizes[pastureIndex] == 0 ? Random.Range(0, _pasturesCapacities[pastureIndex]) : _herdSizes[pastureIndex];

        _herdSizes[pastureIndex] = herdSize;

        for (int i = 0; i < herdSize; i++)
        {
            PlaceAnimalOnPasture(pastureIndex, animalType);
        }

        _herdedPastures[pastureIndex] = true;
    }
Beispiel #3
0
    private GameObject GetAnimal(int pastureIndex, AnimalSpecimen typeOfAnimal)
    {
        GameObject[] pool = GetAnimalsPoolType(typeOfAnimal);

        for (int i = 0; i < pool.Length; i++)
        {
            if (!pool[i].activeInHierarchy)
            {
                GameObject animal = pool[i];
                animal.SetActive(true);
                _animalsToPasturesDict[pastureIndex].Add(i);
                return(animal);
            }
        }

        return(null);
    }
Beispiel #4
0
    private void DepopulatePasture(int pastureIndex)
    {
        //Debug.Log("Depopulating pasture" + pastureIndex);

        AnimalSpecimen typeOfAnimal = _pasturesTypes[pastureIndex];

        GameObject[] pool = GetAnimalsPoolType(typeOfAnimal);

        for (int index = 0; index < _animalsToPasturesDict[pastureIndex].Count; index++)
        {
            int animalIndex = _animalsToPasturesDict[pastureIndex][index];
            pool[animalIndex].SetActive(false);
        }

        _animalsToPasturesDict[pastureIndex].Clear();

        _herdedPastures[pastureIndex] = false;
    }
Beispiel #5
0
    private GameObject[] GetAnimalsPoolType(AnimalSpecimen typeOfAnimal)
    {
        switch (typeOfAnimal)
        {
        case AnimalSpecimen.Pig:
        {
            return(_pigsPool);
        }

        case AnimalSpecimen.Sheep:
        {
            return(_sheepPool);
        }

        default:
        {
            return(_cowsPool);
        }
        }
    }