//----------------------------Public Functions----------------------------- public void Init() { GenerateRandomSeed(); float totalProbability = 0f; foreach (var card in ReinforcementCards) { totalProbability += card.Probability; } float probabilityValue = Random.Range(0f, totalProbability); float probabilitySum = 0f; foreach (var card in ReinforcementCards) { if (probabilityValue <= probabilitySum + card.Probability) { InitialCardsInDeck.Add(card.Card); break; } else { probabilitySum += card.Probability; } } SpawnInitialCards(); }
//----------------------------Public Functions----------------------------- public void Init() { GenerateRandomSeed(); foreach (var tank in FindObjectsOfType <Tank>()) { if (tank.Faction == Faction.Player) { InitialCardsInDeck.Add(tank.Card); } } SpawnInitialCards(); }
//-----------------------------Unity Functions----------------------------- protected override void Start() { base.Start(); InitialCardsInDeck.Clear(); // Load deck. for (int i = 0; i < 4; i++) { string cardString = PlayerPrefs.GetString("Card" + i); if (cardString != "") { var obj = Resources.Load(cardString) as GameObject; InitialCardsInDeck.Add(obj.GetComponent <UI_Card>()); } } SpawnInitialCards(); }