void InitProps(bool isAI) { // init BoldiCount SetBoldiCount(isAI ? c_StartBoldiCountForAIs : Lehmer.Range(0, 50)); // scale according to start BoldiCount SetScale(Vector3.one * (1.0f + m_BoldiCount * c_ScalePerBoldi)); // manage grow rate m_GrowRate = 1.0f + m_BoldiCount * c_GrowPerBoldi; m_GrowTimer.StartTimer(1.0f / m_GrowRate); }
void LaunchRandom() { // find a home which is mine IHome[] myHomes = m_Gameboard.GetHomes(TeamId, true); IHome[] theirHomes = m_Gameboard.GetHomes(TeamId, false); // launch boldies if (myHomes.Length > 0 && theirHomes.Length > 0) { IHome from = myHomes[Lehmer.Range(0, myHomes.Length)]; IHome to = theirHomes[Lehmer.Range(0, theirHomes.Length)]; EAmount amount = (EAmount)Lehmer.Range(0, (int)EAmount.Count); LaunchBoldies(from, to, amount); } }
void CreateHomes(Vector3 bounds) { // create random buffer IntBufferedRandom rnd = new IntBufferedRandom(); rnd.AddValueRange(0, c_GridSize * c_GridSize); rnd.Range = Lehmer.Range; // create homes int homeCount = Lehmer.Range(c_MinHomeCount, c_GridSize * c_GridSize); for (int i = 0; i < homeCount; ++i) { CreateHome(GetPosition(rnd.DrawValue(), bounds)); } }
void StartTimer() { m_Timer.StartTimer(Lehmer.Range(2.0f, 5.0f)); }