/// <summary> /// Randomly select the next target to assassinate. /// </summary> public void NextContract() { //Times to cycle to find a new target if none is found in previous cycles int CycleTime = 0; GameObject[] targetObjs; int randomSelect; string targetType = ""; contractTarget = null; while (contractTarget == null && CycleTime < 3) { randomSelect = Random.Range(0, 2); switch (randomSelect) { case 0: targetType = "GovForce"; break; case 1: targetType = "Boid"; break; //case 2: // targetType = "Pacifist"; //break; default: CycleTime++; break; } targetObjs = GameObject.FindGameObjectsWithTag(targetType); randomSelect = Random.Range(0, targetObjs.Length); //set new contract speculations contractTarget = targetObjs[randomSelect]; contractAspect = contractTarget.GetComponent <SightTouchAspect>().aspect; } }
public void ResetDisplayTime(Aspect.AspectName _otheraspect) { otherAspect = _otheraspect; currentTime = 0; startTimer = true; }