Esempio n. 1
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    // TODO: (matt) need a minimum wait time that is tunable
    private IEnumerator CheckForBite()
    {
        float secondsToWait = UnityEngine.Random.Range(1, 15);

        print("Waiting... " + secondsToWait);
        yield return(new WaitForSeconds(secondsToWait));

        int biteIndex = RandomProbability.Rand(ActiveFishTypes, ActiveBiteFrequency, 9);

        FishBite(biteIndex, fishTypeScores[biteIndex]);
    }
Esempio n. 2
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    private void GenerateFish()
    {
        // TODO: (matt) could probably switch to fish name here
        ActiveFishTypes     = new int[numberOfFish];
        ActiveBiteFrequency = new int[numberOfFish];

        for (int i = 0; i < numberOfFish; ++i)
        {
            // figure out what fish are in the pond
            int fishTypeIndex = RandomProbability.Rand(FishDescription.FishType,
                                                       FishDescription.OccurFrequency, 5);

            ActiveFishTypes[i]     = FishDescription.FishType[fishTypeIndex];
            ActiveBiteFrequency[i] = FishDescription.BiteFrequency[fishTypeIndex];
        }
    }
Esempio n. 3
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 /// <summary>
 /// Chooses a random ranged modification depending on the ranged mod probabilities.
 /// </summary>
 /// <returns></returns>
 public string ChooseRangedModification()
 {
     return(RandomProbability.Choose(rangedModificationType) + RandomProbability.Choose(modLevel));
 }
Esempio n. 4
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 /// <summary>
 /// Decides the corridor type.
 /// </summary>
 /// <returns></returns>
 public string Choose_Corridor_Type()
 {
     return(RandomProbability.Choose(corridor_type));
 }
Esempio n. 5
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    /// <summary>
    /// Decides the next room type depending on the list of the available rooms.
    /// </summary>
    /// <param name="available_rooms"></param>
    /// <returns></returns>
    public string Choose_Room_Type(List <string> available_rooms)
    {
        List <Possibility> appropriateProbabilities = CalculateProbabilites(available_rooms);

        return(RandomProbability.Choose(appropriateProbabilities));
    }
Esempio n. 6
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 /// <summary>
 /// Decides the next room size.
 /// </summary>
 /// <returns></returns>
 public string Choose_Room_Size()
 {
     return(RandomProbability.Choose(room_size));
 }
Esempio n. 7
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 /// <summary>
 /// Decides if next room is corridor or room.
 /// </summary>
 /// <returns></returns>
 public string Choose_Room_Or_Corridor()
 {
     return(RandomProbability.Choose(room_corridor_chance));
 }