protected void WholePopulation(float amount) { foreach (GameObject c in GameObject.FindGameObjectsWithTag("City")) { GenerateCity currentCity = c.GetComponent <CityScript>().city; for (int i = 0; i <= currentCity.GetPopulation(); i++) { SetCollectivist(currentCity.populationArray[i], amount); } } }
public override void Effect() { // do the effect // Loyalty+6 to those with loyalty above 50. Loyalty -6 to everyone else. string selectedCityName = "City" + selectedCity.ToString(); GenerateCity currentCity = GameObject.Find(selectedCityName).GetComponent <CityScript>().city; for (int i = 0; i <= currentCity.GetPopulation(); i++) { if (currentCity.populationArray[i].loyalty >= 0.5f) { currentCity.populationArray[i].loyalty += 0.06f; } else { currentCity.populationArray[i].loyalty -= 0.06f; } } // handle cooldown }