// Update is called once per frame void Update() { timeSinceLastHazard += Time.deltaTime; if (timeSinceLastHazard >= timeToNextHazard) { float hazardChoice = Random.Range(0, 100); if (hazardChoice <= 40 && fire.Triggerhazard()) { ; } else if (hazardChoice <= 70 && tornado.Triggerhazard()) { ; } else if (hazardChoice <= 100 && tempest.Triggerhazard()) { ; } else if (fire.Triggerhazard()) { ; } else if (tornado.Triggerhazard()) { ; } timeToNextHazard = Random.Range(timeBetweenHazardMin, timeBetweenHazardMax); timeSinceLastHazard = 0f; } }
// Update is called once per frame void Update() { timeSinceLastHazard += Time.deltaTime; if (timeSinceLastHazard >= timeToNextHazard) { float hazardChoice = Random.Range(0, 100); bool hazardTriggered = false; if (hazardChoice <= 40) { hazardTriggered = fire.Triggerhazard(); } else if (hazardChoice <= 70) { hazardTriggered = tornado.Triggerhazard(); } else { hazardTriggered = tempest.Triggerhazard(); } if (!hazardTriggered) { hazardTriggered = fire.Triggerhazard(); } if (!hazardTriggered) { tornado.Triggerhazard(); } timeToNextHazard = Random.Range(timeBetweenHazardMin, timeBetweenHazardMax); timeSinceLastHazard = 0f; } }