public void SpawnCharactersWithCharactersGroup(CharactersGroup _charactersGroup) { for (int i = 0; i < _charactersGroup.m_charactersCount; ++i) { //SpawnCharacter(); SpawnCharacterWithConstraints(_charactersGroup.m_constraints); } }
public List <CharactersGroup> CreateCharactersGroup() { CharactersGroup cg0 = new CharactersGroup(); CharactersGroup cg1 = new CharactersGroup(); CharactersGroup cg2 = new CharactersGroup(); CharactersGroup cg3 = new CharactersGroup(); CharactersGroup cg4 = new CharactersGroup(); // 5 to 9 characters per group * 4 = 20 to 36 + unique one = 21 to 37 cg0.m_charactersCount = Random.Range(5, 10); cg1.m_charactersCount = Random.Range(5, 10); cg2.m_charactersCount = Random.Range(5, 10); cg3.m_charactersCount = Random.Range(5, 10); cg4.m_charactersCount = Random.Range(5, 10); // unique character in one group int index = Random.Range(0, 5); switch (index) { case 0: cg0.m_charactersCount = 1; break; case 1: cg1.m_charactersCount = 1; break; case 2: cg2.m_charactersCount = 1; break; case 3: cg3.m_charactersCount = 1; break; case 4: cg4.m_charactersCount = 1; break; } cg0.m_constraints.Add(new Constraint(m_node2.m_itemType, m_node2.m_item)); cg1.m_constraints.Add(new Constraint(m_node1.m_itemType, m_node1.m_item)); cg1.m_constraints.Add(new Constraint(m_node1.m_node2.m_itemType, m_node1.m_node2.m_item)); cg2.m_constraints.Add(new Constraint(m_node1.m_itemType, m_node1.m_item)); cg2.m_constraints.Add(new Constraint(m_node1.m_node1.m_itemType, m_node1.m_node1.m_item)); cg2.m_constraints.Add(new Constraint(m_node1.m_node1.m_node2.m_itemType, m_node1.m_node1.m_node2.m_item)); cg3.m_constraints.Add(new Constraint(m_node1.m_itemType, m_node1.m_item)); cg3.m_constraints.Add(new Constraint(m_node1.m_node1.m_itemType, m_node1.m_node1.m_item)); cg3.m_constraints.Add(new Constraint(m_node1.m_node1.m_node1.m_itemType, m_node1.m_node1.m_node1.m_item)); cg3.m_constraints.Add(new Constraint(m_node1.m_node1.m_node1.m_node2.m_itemType, m_node1.m_node1.m_node1.m_node2.m_item)); cg4.m_constraints.Add(new Constraint(m_node1.m_itemType, m_node1.m_item)); cg4.m_constraints.Add(new Constraint(m_node1.m_node1.m_itemType, m_node1.m_node1.m_item)); cg4.m_constraints.Add(new Constraint(m_node1.m_node1.m_node1.m_itemType, m_node1.m_node1.m_node1.m_item)); cg4.m_constraints.Add(new Constraint(m_node1.m_node1.m_node1.m_node1.m_itemType, m_node1.m_node1.m_node1.m_node1.m_item)); List <CharactersGroup> charactersGroupList = new List <CharactersGroup>(); charactersGroupList.Add(cg0); charactersGroupList.Add(cg1); charactersGroupList.Add(cg2); charactersGroupList.Add(cg3); charactersGroupList.Add(cg4); return(charactersGroupList); }