Exemple #1
0
    IEnumerator getNewRandomHand()
    {
        generating = true;
        int counter = 0;

        Debug.Log(targetdiscomfort);
        do
        {
            uncomfortable = randHand.createRandom();
            yield return(new WaitForEndOfFrame());

            counter++;
            if (counter > 200)
            {
                counter           = 0;
                targetdiscomfort -= 25;
                Debug.Log(targetdiscomfort);
            }
        }while (Discomfort.getDiscomfortAngled(uncomfortable) + Comfort.getRRPComponent(uncomfortable) < targetdiscomfort || Discomfort.getDiscomfortAngled(uncomfortable) + Comfort.getRRPComponent(uncomfortable) > targetdiscomfort + 100);
        generating = false;
    }
    IEnumerator getNewRandomHand()
    {
        generating       = true;
        targetdiscomfort = UnityEngine.Random.Range(50, 1000);
        int counter = 0;

        Debug.Log(targetdiscomfort);
        do
        {
            targethand = randHand.createRandom();
            outputHand.visualizeHand(targethand);
            yield return(new WaitForEndOfFrame());

            counter++;
            if (counter > 200)
            {
                counter          = 0;
                targetdiscomfort = UnityEngine.Random.Range(50, 1000);
                Debug.Log(targetdiscomfort);
            }
        }while (Discomfort.getDiscomfortAngled(targethand) + Comfort.getRRPComponent(targethand) < targetdiscomfort || Discomfort.getDiscomfortAngled(targethand) + Comfort.getRRPComponent(targethand) > targetdiscomfort + 100);
        generating = false;
    }