void HandleCrimes() { cooldownRemaining -= Time.deltaTime; if (cooldownRemaining <= 0) { GameObject chosenCrime = possibleCrimes [Random.Range(0, possibleCrimes.Length)]; GameObject newCrime = (GameObject)Instantiate(chosenCrime, new Vector3(0f, .2f, 0f), Quaternion.identity); CrimeDataClass crimeData = newCrime.GetComponent <CrimeDataClass>(); Debug.Log(crimeData); crimeData.SetData(chosenCrime.name, communists, communistPower, buildings); dossier.dossierCrimeEntries.Add(crimeData); SetBuildings(); communistPower += 10; cooldownRemaining = AdjustCrimeCooldown(crimeCooldown); currentCrime = crimeData; } }
void HandleCrimes() { cooldownRemaining -= Time.deltaTime; if (cooldownRemaining <= 0) { BalanceCommunists(); dossier.dossierCrimeEntries.Remove (currentCrime); GameObject chosenCrime = possibleCrimes [Random.Range (0, possibleCrimes.Length)]; GameObject newCrime = (GameObject) Instantiate (chosenCrime, new Vector3(0f,.2f,0f), Quaternion.identity); CrimeDataClass crimeData = newCrime.GetComponent<CrimeDataClass>(); crimeData.SetData (chosenCrime.name, communists, communistPower, buildings); dossier.dossierCrimeEntries.Add (crimeData); SetBuildings (); communistPower += 10; cooldownRemaining = AdjustCrimeCooldown(crimeCooldown); currentCrime = crimeData; } }