public void Initialize(types.CrimeType _crimeType, int _crimeLevel, TimeOnClock _plannedStartTime, int _duration, int _index) { m_crimeType = _crimeType; m_crimeLevel = _crimeLevel; plannedStartTime = _plannedStartTime; duration = (float)_duration; crimeIndex = _index; speedMultiplier = Random.Range(0.8f, 1.2f); }
Crime GenerateCrime() { // create a crime int chooseCrime = Random.Range(0, 3); #if FAST_PROGRESS int chooseTime = Random.Range(2, 4); int chooseDuration = Random.Range(10, 15); #else int chooseTime = Random.Range(5, 15); int chooseDuration = Random.Range(30, 45); #endif if (crimeIndex == 0) // let the first crime start after 5 seconds { chooseTime = 5; } // determine crime level if (currentCrimeLevel < crimeCountLevelUp.Length) { if (crimeIndex == crimeCountLevelUp[currentCrimeLevel]) { currentCrimeLevel++; } } types.CrimeType thisCrimeType = types.CrimeType.Robbery; if (chooseCrime == 1) { thisCrimeType = types.CrimeType.Vandalism; } else if (chooseCrime == 2) { thisCrimeType = types.CrimeType.Violence; } GameObject crime_go = Instantiate(crime); crime_go.name = "crime " + crimeIndex; crime_go.transform.SetParent(gameObject.transform); crime_go.GetComponent <Crime>().Initialize(thisCrimeType, currentCrimeLevel, new TimeOnClock(true, chooseTime), chooseDuration, crimeIndex); crimeIndex++; return(crime_go.GetComponent <Crime>()); }
public int GetCrimeLevel(types.CrimeType _type) { return(m_level_crimeTypes[_type].level); }