public void getFish(GameObject vessel) { float fish = 0f; float totalFish = 0f; bool enough = false; for (int i = 0; i < boatsFishing.Count; i++) { VesselBehavior boat = boatsFishing[i].GetComponent <VesselBehavior>(); totalFish += boat.efficiency * boat.capacity * 15; } enough = currentResource > totalFish ? true : false; VesselBehavior vesselComp = vessel.GetComponent <VesselBehavior>(); if (enough) { float luck = Random.Range(currentResource / carryCapacity, ((currentResource / carryCapacity) + 1f) / 2); vesselComp.currentCatch = vesselComp.efficiency * vesselComp.capacity * 15 * luck; currentResource -= vesselComp.currentCatch;//vesselComp.efficiency * vesselComp.capacity * 15; } else { vesselComp.currentCatch = currentResource / boatsFishing.Count; currentResource -= currentResource / boatsFishing.Count; } boatsFishing.Remove(vessel); }
public mEntity getFish(GameObject vessel) { float fish = 0f; float totalFish = 0f; bool enough = false; mEntity currentCatch; for (int i = 0; i < boatsFishing.Count; i++) { VesselBehavior boat = boatsFishing[i].GetComponent <VesselBehavior>(); totalFish += boat.efficiency * boat.capacity * 15; } enough = currentResource > totalFish ? true : false; VesselBehavior vesselComp = vessel.GetComponent <VesselBehavior>(); if (enough) { float luck = Random.Range(currentResource / carryCapacity, ((currentResource / carryCapacity) + 1f) / 2); vesselComp.entities.GetComponent <Catch>(out currentCatch); vesselComp.currentCatch = vesselComp.efficiency * vesselComp.capacity * 15 * luck; Catch catchComp = currentCatch.getComponent <Catch>(); Efficiency eff = vesselComp.entities.GetComponent <Efficiency>(); ByCatch bycatch = currentCatch.getComponent <ByCatch>(); catchComp.size = vesselComp.efficiency * vesselComp.capacity * 15 * luck; bycatch.size = Random.Range(.1f, .2f) * catchComp.size; currentResource -= vesselComp.currentCatch; //vesselComp.efficiency * vesselComp.capacity * 15; } else { vesselComp.entities.GetComponent <Catch>(out currentCatch); vesselComp.currentCatch = currentResource / boatsFishing.Count; Catch catchComp = currentCatch.getComponent <Catch>(); ByCatch bycatch = currentCatch.getComponent <ByCatch>(); bycatch.size = Random.Range(.1f, .2f) * catchComp.size; vesselComp.currentCatch = currentResource / boatsFishing.Count; currentResource -= currentResource / boatsFishing.Count; } boatsFishing.Remove(vessel); return(currentCatch); }