void Start() { this.MaxHealth = 100f; this.CharacteristicsCanvas = characteristics; // Initializing the possible states for the creature this.seBalader = this.gameObject.AddComponent <SeBalader>(); this.chasser = this.gameObject.AddComponent <Chasser>(); this.seReproduire = this.gameObject.AddComponent <SeReproduire>(); this.dead = this.gameObject.AddComponent <Dead>(); // Defining the initial state of the creature this.CurrentState = seBalader; // Initializing different parameters of the creature this.Hunger = Random.Range(Game.minHunger, 100); this.ReproductiveNeed = Random.Range(Game.minReproductionNeed, 100); this.Speed = Random.Range(1, 10); this.CurrentHealth = Random.Range(MaxHealth / 2, MaxHealth); this.mCreatureType = CreatureType.CARNIVORE; // Initializing the initial rotation of the creature this.gameObject.transform.Rotate(this.gameObject.transform.up * Random.Range(0, 360)); // Sex int rand = Random.Range(1, 2); this.GetComponent <CarnivoreBrain>().mSex = rand == 1 ? Creature.Sex.FEMALE : Creature.Sex.MALE; // Body type Random.seed = System.DateTime.Now.Millisecond; rand = Random.Range(1, System.Enum.GetNames(typeof(Body.BodyType)).Length); this.GetComponent <CarnivoreBrain>().mBody.mBodyType = (Body.BodyType)rand; Random.seed = System.DateTime.Now.Millisecond; // Head active rand = Random.Range(1, System.Enum.GetNames(typeof(Head.Active)).Length); this.GetComponent <CarnivoreBrain>().mHead.mActive = (Head.Active)rand; Random.seed = System.DateTime.Now.Millisecond; // Head passive rand = Random.Range(1, System.Enum.GetNames(typeof(Head.Passive)).Length); this.GetComponent <CarnivoreBrain>().mHead.mPassive = (Head.Passive)rand; Random.seed = System.DateTime.Now.Millisecond; // Front limb active rand = Random.Range(1, System.Enum.GetNames(typeof(Limb.Active)).Length); this.GetComponent <CarnivoreBrain>().FrontLimb.mActive = (Limb.Active)rand; Random.seed = System.DateTime.Now.Millisecond; // Front limb passive rand = Random.Range(1, System.Enum.GetNames(typeof(Limb.Passive)).Length); this.GetComponent <CarnivoreBrain>().FrontLimb.mPassive = (Limb.Passive)rand; Random.seed = System.DateTime.Now.Millisecond; // Back limb active rand = Random.Range(1, System.Enum.GetNames(typeof(Limb.Active)).Length); this.GetComponent <CarnivoreBrain>().BackLimb.mActive = (Limb.Active)rand; Random.seed = System.DateTime.Now.Millisecond; // Back limb passive rand = Random.Range(1, System.Enum.GetNames(typeof(Limb.Passive)).Length); this.BackLimb.mPassive = (Limb.Passive)rand; }
private void Start() { this.MaxHealth = 100f; this.CharacteristicsCanvas = characteristics; // Initializing the possible states for the creature this.seReproduire = this.gameObject.AddComponent <SeReproduire>(); seReproduire.name = "Se Reproduire"; this.seBalader = this.gameObject.AddComponent <SeBalader>(); seBalader.name = "Se Balader"; this.seNourir = this.gameObject.AddComponent <SeNourir>(); seNourir.name = "Se Nourir"; this.fuir = this.gameObject.AddComponent <Fuir>(); fuir.name = "Fuir"; this.dead = this.gameObject.AddComponent <Dead>(); dead.name = "Dead"; // Initializing different parameters of the creature this.Hunger = Random.Range(Game.minHunger, 100); this.ReproductiveNeed = Random.Range(Game.minReproductionNeed, 100); this.Speed = Random.Range(1, 10); this.CurrentHealth = Random.Range(MaxHealth / 2, MaxHealth); this.mCreatureType = CreatureType.HERBIVORE; // Sex int rand = Random.Range(1, 2); Debug.Log("sex = " + rand); this.gameObject.GetComponent <HerbivoreBrain>().mSex = rand == 1 ? Creature.Sex.FEMALE : Creature.Sex.MALE; // Body type rand = Random.Range(1, System.Enum.GetNames(typeof(Body.BodyType)).Length); Debug.Log("body type = " + rand); this.gameObject.GetComponent <HerbivoreBrain>().mBody.mBodyType = (Body.BodyType)rand; // Head active rand = Random.Range(1, System.Enum.GetNames(typeof(Head.Active)).Length); Debug.Log("head active = " + rand); this.gameObject.GetComponent <HerbivoreBrain>().mHead.mActive = (Head.Active)rand; // Head passive rand = Random.Range(1, System.Enum.GetNames(typeof(Head.Passive)).Length); Debug.Log("head passive = " + rand); this.gameObject.GetComponent <HerbivoreBrain>().mHead.mPassive = (Head.Passive)rand; // Front limb active rand = Random.Range(1, System.Enum.GetNames(typeof(Limb.Active)).Length); this.gameObject.GetComponent <HerbivoreBrain>().FrontLimb.mActive = (Limb.Active)rand; // Front limb passive rand = Random.Range(1, System.Enum.GetNames(typeof(Limb.Passive)).Length); this.gameObject.GetComponent <HerbivoreBrain>().FrontLimb.mPassive = (Limb.Passive)rand; // Back limb active rand = Random.Range(1, System.Enum.GetNames(typeof(Limb.Active)).Length); this.gameObject.GetComponent <HerbivoreBrain>().BackLimb.mActive = (Limb.Active)rand; // Back limb passive rand = Random.Range(1, System.Enum.GetNames(typeof(Limb.Passive)).Length); this.gameObject.GetComponent <HerbivoreBrain>().BackLimb.mPassive = (Limb.Passive)rand; // Initializing the initial rotation of the creature this.gameObject.transform.Rotate(this.gameObject.transform.up * Random.Range(0, 360)); // Defining the initial state of the creature this.CurrentState = seBalader; //Debug.Log("Hunger au debut:" + this.Hunger); }