public float GetEventAndBiomeMultiplier(Globals.energySubTypes subType, Globals.biome bioType) { float test = eventAndBiomeMatrix[(int)subType - 2, (int)bioType]; Debug.Log("test: " + test); return(test); }
//between 0 - 1 usually //is function of population in town and the effects /* public Biome(Biome biomeToCopy){ health = biomeToCopy.health; center = biomeToCopy.center; biomeType = biomeToCopy.biomeType; resources = biomeToCopy.resources; yeildRate = biomeToCopy.yeildRate; } */ public Biome(int biomeNumber){ float health = 1f; biomeType = (Globals.biome)biomeNumber; resources = Globals.retBiomeResources(biomeType, biomeNumber*3); float tempTotal = 0f; for (int counter = 0; counter < 3; counter++) { yeildRate [counter] = Random.Range (.2f, 1f); tempTotal += yeildRate [counter]; } tempTotal /= 2; for (int counter = 0; counter < 3; counter++) { yeildRate[counter] /= tempTotal/2; int tempRounder = (int) (yeildRate [counter] * 100); yeildRate [counter] = (float) tempRounder / 100; //Debug.Log (resources [counter] + " <-- resource ; percentYeild --> " + yeildRate [counter]); } }
//between 0 - 1 usually //is function of population in town and the effects /* public Biome(Biome biomeToCopy){ * health = biomeToCopy.health; * center = biomeToCopy.center; * biomeType = biomeToCopy.biomeType; * resources = biomeToCopy.resources; * yeildRate = biomeToCopy.yeildRate; * } */ public Biome(int biomeNumber) { float health = 1f; biomeType = (Globals.biome)biomeNumber; resources = Globals.retBiomeResources(biomeType, biomeNumber * 3); float tempTotal = 0f; for (int counter = 0; counter < 3; counter++) { yeildRate [counter] = Random.Range(.2f, 1f); tempTotal += yeildRate [counter]; } tempTotal /= 2; for (int counter = 0; counter < 3; counter++) { yeildRate[counter] /= tempTotal / 2; int tempRounder = (int)(yeildRate [counter] * 100); yeildRate [counter] = (float)tempRounder / 100; //Debug.Log (resources [counter] + " <-- resource ; percentYeild --> " + yeildRate [counter]); } }