//public NewPRNG(dynamic seed) : this((string)seed.ToString()) { } public NewPRNG(string seed) { this.seed = seed; mash = new Masher(); initState(); hashString(); }
public void Leave() { //check to see if it's the first move. If so, moving from abduction, decrement count if (currentBuilding == null && currentMasher == null && currentInfuser == null) //derp { gM.abductionChamberCount--; } if(currentBuilding != null){ currentBuilding.GetComponent<Building>().RemoveHuman(gameObject); currentBuilding = null; } if(currentMasher != null){ currentMasher.GetComponent<Masher>().RemoveHuman(gameObject); currentMasher = null; } if(currentInfuser != null){ currentInfuser.GetComponent<Infuser>().RemoveHuman(gameObject); currentInfuser = null; } }
public void SetBuilding(Infuser i) { currentInfuser = i; currentBuilding = null; currentMasher = null; }
public void SetBuilding(Masher m) { currentMasher = m; currentBuilding = null; currentInfuser = null; }
public void SetBuilding(Building b) { currentBuilding = b; currentMasher = null; currentInfuser = null; }