/// <summary> /// Fills the biome spanwable enmeis with random type out of the possible Types for this tier /// amount controlled by worldcontroller enemy variaty /// </summary> /// <param name="possEnemyType"></param> void FillSpawnableEnemies(List <EnemyType> possEnemyType) { //Debug.LogWarning("Biome::FillSpwanableEnemies - Currently uses enemies of all types wihtoug checking for tier"); List <EnemyType> enemiesForThisTier = new List <EnemyType>(); //= EnemyInfo.GetEnemiesForTier(Tier, possEnemyTpye); System.Random rng = new System.Random((int)System.DateTime.Now.Ticks); //TODO: USE enmeies for this tier not poss enemies if (WorldController.Instance.EnemyVariatyPerBiome >= possEnemyType.Count) { SpawnableEnemies = possEnemyType; return; } while (SpawnableEnemies.Count < WorldController.Instance.EnemyVariatyPerBiome) { //TODO: Use enmeiesFor this tier not poss enemis. EnemyType type = possEnemyType[rng.Next(possEnemyType.Count)]; if (!SpawnableEnemies.Contains(type)) { SpawnableEnemies.Add(type); } } }
public override string ToString() { return(string.Format("Type: {0}\nTier: {1}\nSpwanable Enemies: {2}\nSpawnable Resources{3}\n Spawnable Items{4}", Type, Tier, string.Join(", ", SpawnableEnemies.Select(e => e.ToString()).ToArray <string>()), string.Join(", ", SpawnableResource.Select(e => e.ToString()).ToArray <string>()), string.Join(", ", SpawnableItems.Select(e => e.ToString()).ToArray <string>()))); }