void setActifARandomRaid() { PlayerPrefs.SetInt("food", cityScript.Get_food()); PlayerPrefs.SetInt("people", cityScript.Get_people()); PlayerPrefs.SetInt("souls", cityScript.Get_souls()); PlayerPrefs.SetInt("numberOfFieldsLVL1", cityScript.GetNumberOfFieldsLVL1()); PlayerPrefs.SetInt("numberOfFieldsLVL2", cityScript.GetNumberOfFieldsLVL2()); PlayerPrefs.SetInt("numberOfHousesLVL1", cityScript.GetNumberOfHousesLVL1()); PlayerPrefs.SetInt("numberOfHousesLVL2", cityScript.GetNumberOfHousesLVL2()); PlayerPrefs.SetInt("lunarCycleNumber", cityScript.GetLunarCycleNumber()); PlayerPrefs.SetInt("timer", cityScript.getTimer()); PlayerPrefs.SetFloat("ourRessourceSent", cityScript.Get_people()); float randomEnnemyForce = Random.Range(60, 140) / 100.0f; PlayerPrefs.SetFloat("enemyRessource", cityScript.Get_people() * randomEnnemyForce); SceneManager.LoadScene(4); }
private void Start() { numberOfDisasters = 0; cityScript = cityGameObject.GetComponent <CityShems>(); for (int i = 0; i < canvaDisaster.transform.childCount; i++) { my_disasters.Add(canvaDisaster.transform.GetChild(i).gameObject); numberOfDisasters++; } if (numberOfDisasters == 0) { Debug.Log("Not enought disasters"); } currentLunarCycleNumber = cityScript.GetLunarCycleNumber(); pauseText.text = ""; }