private IEnumerator SpawnPrefabs(RacialEthnicGroup group, int count, int interval = 0) { // Get prefab GameObject prefab = prefabs.PrefabFromRacialEthnicGroup(group); // Get correct position Vector3 position = transform.position; float intervalLength = width / 5; position.x += -width / 2; position.x += interval * intervalLength; for (int i = 0; i < (count / 100000); i++) { // Slightly randomize position Vector3 uniquePosition = position; uniquePosition.x += (Random.value * 3.0f) - 1.5f; // Spawn object GameObject spawnedPrefab = Instantiate( prefab, uniquePosition, Quaternion.Euler( new Vector3(0, 0, Random.value * 360) ) ); _spawnedPrefabs.Add(spawnedPrefab); // Wait before spawning next yield return(new WaitForSeconds(spawnInterval)); } }
public RacialGroupInfoLabels GroupLabelFromRacialEthnicGroup(RacialEthnicGroup group) { switch (group) { case RacialEthnicGroup.BlackMan: return(BlackMenLabels); case RacialEthnicGroup.WhiteMan: return(WhiteMenLabels); case RacialEthnicGroup.BlackWoman: return(BlackWomenLabels); case RacialEthnicGroup.WhiteWoman: return(WhiteWomenLabels); default: return(BlackWomenLabels); } }
public GameObject PrefabFromRacialEthnicGroup(RacialEthnicGroup group) { switch (group) { case RacialEthnicGroup.BlackMan: return(BlackManPrefab); case RacialEthnicGroup.WhiteMan: return(WhiteManPrefab); case RacialEthnicGroup.BlackWoman: return(BlackWomanPrefab); case RacialEthnicGroup.WhiteWoman: return(WhiteWomanPrefab); default: return(BlackWomanPrefab); } }
public RacialEthnicGroupInfo(RacialEthnicGroup group, Dictionary <JobType, int> numbers) { racialGroup = group; employmentNumbers = numbers; }
public RacialEthnicGroupInfo(RacialEthnicGroup group) { racialGroup = group; }