Example #1
0
    // Use this for initialization
    void Start()
    {
        dayState = (DayState)Random.Range(0, 2);
        typeDay  = (TypeDay)Random.Range(0, 2);
        //maxCapacity = new List<int> ();
        //locations = new List<List<GameObject>> ();
        Debug.Log(dayState);
        Debug.Log(typeDay);

        switch (dayState)
        {
        case DayState.Clear:
            multiplyFactor = 1.2f;
            break;

        case DayState.Rain:
            multiplyFactor = .5f;
            break;
        }

        switch (typeDay)
        {
        case TypeDay.Standard:
            standardSpawns = new int[2] {
                8, 10
            };
            break;

        case TypeDay.Fishing:
            standardSpawns = new int[2] {
                10, 12
            };
            break;
        }
        for (int i = 0; i < standardSpawns.Length; ++i)
        {
            standardSpawns [i] = Mathf.RoundToInt(standardSpawns [i] * multiplyFactor);
            Debug.Log(standardSpawns [i]);
        }
        setLists();

        //aiList = new List<GameObject> ();


        spawnUnits();
    }
Example #2
0
    // Use this for initialization
    void Start()
    {
        dayState   = (DayState)Random.Range(0, 5);
        typeDay    = (TypeDay)Random.Range(0, 4);
        spawnTimer = MAX_SPAWN_TIMER;

        switch (dayState)
        {
        case DayState.Clear:
            multiplyFactor = 1.2f;
            break;

        case DayState.Rain:
            multiplyFactor = .5f;
            break;

        case DayState.Hot:
            multiplyFactor = .75f;
            break;

        case DayState.Cloudy:
            multiplyFactor = 1.3f;
            break;

        case DayState.Windy:
            multiplyFactor = .9f;
            break;
        }

        switch (typeDay)
        {
        case TypeDay.Standard:
            standardSpawns = new int[1] {
                50
            };
            break;

        case TypeDay.Fishing:
            standardSpawns = new int[1] {
                52
            };
            break;

        case TypeDay.Festival:
            standardSpawns = new int[1] {
                65
            };
            break;

        case TypeDay.Sunday:
            standardSpawns = new int[1] {
                55
            };
            break;
        }
        for (int i = 0; i < standardSpawns.Length; ++i)
        {
            standardSpawns [i] = Mathf.RoundToInt(standardSpawns [i] * multiplyFactor);
        }
        setLists();

        spawnUnits();
    }
Example #3
0
    // Use this for initialization
    void Start()
    {
        dayState = (DayState)Random.Range(0, 5);
        typeDay  = (TypeDay)Random.Range(0, 4);

        switch (dayState)
        {
        case DayState.Clear:
            multiplyFactor = 1.2f;
            break;

        case DayState.Rain:
            multiplyFactor = .5f;
            break;

        case DayState.Hot:
            multiplyFactor = .75f;
            break;

        case DayState.Cloudy:
            multiplyFactor = 1.3f;
            break;

        case DayState.Windy:
            multiplyFactor = .9f;
            break;
        }

        switch (typeDay)
        {
        case TypeDay.Standard:
            standardSpawns = new int[4] {
                8, 10, 4, 15
            };
            break;

        case TypeDay.Fishing:
            standardSpawns = new int[4] {
                10, 12, 4, 15
            };
            break;

        case TypeDay.Festival:
            standardSpawns = new int[4] {
                10, 10, 6, 18
            };
            break;

        case TypeDay.Sunday:
            standardSpawns = new int[4] {
                12, 14, 5, 10
            };
            break;
        }
        for (int i = 0; i < standardSpawns.Length; ++i)
        {
            standardSpawns [i] = Mathf.RoundToInt(standardSpawns [i] * multiplyFactor);
//			Debug.Log (standardSpawns [i]);
        }
        setLists();

        //aiList = new List<GameObject> ();


        spawnUnits();
    }