Example #1
0
    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);
    }
Example #2
0
    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>());
    }
Example #3
0
 public int GetCrimeLevel(types.CrimeType _type)
 {
     return(m_level_crimeTypes[_type].level);
 }