public Sprite GetRandomSprite(Bunny.Gender gender) { Sprite returnSprite = null; switch (gender) { case Bunny.Gender.Female: returnSprite = femaleSprites[Random.Range(0, femaleSprites.Count)]; break; case Bunny.Gender.Male: returnSprite = maleSprites[Random.Range(0, maleSprites.Count)]; break; } return(returnSprite); }
public string RandomBunnyName(Bunny.Gender gender) { string returnName = ""; switch (gender) { case Bunny.Gender.Female: returnName = _femaleNames.Dequeue(); _femaleNames.Enqueue(returnName); break; case Bunny.Gender.Male: returnName = _maleNames.Dequeue(); _maleNames.Enqueue(returnName); break; } return(returnName); }
public Bunny AddBunny(Vector3 spawnPoint, int age, Bunny.Gender gender) { GameObject goNewBunny; Bunny newBunny; goNewBunny = Instantiate(bunnyPrefab, spawnPoint, bunnyPrefab.transform.localRotation) as GameObject; newBunny = goNewBunny.AddComponent <Bunny>(); newBunny.bunnyGender = gender; newBunny.bunnyName = RandomBunnyName(newBunny.bunnyGender); newBunny.name = newBunny.bunnyName; newBunny.bunnyAge = age; newBunny.maxAge = Random.Range(2, 4); newBunny.maxCarrot = Random.Range(5f, 6f); newBunny.GetComponent <SpriteRenderer>().sprite = GetRandomSprite(gender); bunnies.Add(newBunny); if (OnChangeBunnyList != null) { OnChangeBunnyList(); } return(newBunny); }