private string applyStatModifications() { Evenement evenement = new Evenement(); evenement.GetEventForThisRound(NbTurns); AmountOfCorpse += (NbZombieAssigneCorpse * NbOfCorpseByZombie)* evenement.MultiCorps / 10; //AmountOfMeat += (NbZombieAssigneMeat * NbOfMeatByZombie); AmountOfRock += (NbZombieAssigneRock * NbOfRockByZombie)* evenement.MutliRock / 10; AmountOfWood += (NbZombieAssigneWood * NbOfWoodByZombie)* evenement.MultiWood / 10; AmountOfCorpse = AmountOfCorpse + nbZombieAssigneKillHuman * 4 * evenement.MultiCorps/10; Debug.Log (AmountHumanHouse); float r = UnityEngine.Random.value; AmountOfHumans += Mathf.RoundToInt(r *(HUMANS_PER_HOUSE * AmountHumanHouse)); if (isHumanMaxCapacity()) AmountOfHumans = nbHumanHouses * HOUSE_SUPPLY_CAP; AmountOfZHunger += NbOfHungerByCoprseEat * nbZombieAssigneEat; AmountOfZombies += NbZombieAssigneCorpse; ResetZombieAssigne(); return evenement.descriptionEvent; }
//Do at the end of a turn public String UpdateStats() { Evenement evenement = new Evenement(); evenement.GetEventForThisRound(NbTurns); AmountOfWood = AmountOfWood + NbZombieAssigneWood * NbOfWoodByZombie * evenement.MultiWood/10; AmountOfRock = AmountOfRock + NbZombieAssigneRock * NbOfRockByZombie * evenement.MutliRock/10; setMaxHungerHumans(); setMaxHungerZombies(); ResetZombieAssigne(); NbTurns++; return evenement.descriptionEvent; }