void Start() { try { MartBidControl.bidderList = new List <Bidder>(); for (int i = 0; i < Random.Range(3, 5); i++) { Bidder newBidder = BidderMaker.SpawnBidder("", martTopRight, martBottomLeft); MartBidControl.bidderList.Add(newBidder); } for (int i = 0; i < Random.Range(10, 15); i++) { Cow newCow = CowMaker.GenerateCow(); CowMaker.SpawnCow(newCow, Random.Range(martTopLeftOutside.x, martBottomRightOutside.x), Random.Range(martTopLeftOutside.y, martBottomRightOutside.y), forward); } MartBidControl.cowsInMart = new List <Cow>(); // Spawn new cows in the mart & store them in a list for (int i = 0; i < Random.Range(5, 8); i++) { Cow newCow = CowMaker.GenerateCow(); if (CowMaker.SpawnCow(newCow, Random.Range(bottomLeft.x, topRight.x), Random.Range(bottomLeft.y, topRight.y), forward) == 1) { try { newCow.cowController.Wait(); MartBidControl.cowsInMart.Add(newCow); } catch (System.Exception error) { Debug.Log("Error: " + error); } } } } catch (UnityException e) { Debug.Log("Error - " + e); } }
// Initialization of new game private void InitNewGame() { GameController.Instance().cows.Clear(); int cowAmount; // Check what difficulty the game is set to, set correct stats to player character switch (GameController.Instance().gameDifficulty) { case "Easy": cowAmount = 5; break; case "Normal": cowAmount = 3; break; case "Hard": cowAmount = 2; break; default: cowAmount = 3; break; } for (int i = 0; i < cowAmount; i++) { // Generate cow instance, spawn cow with location variables Cow cow = CowMaker.GenerateCow(); GetRandomPos(); // Using location variables to spawn cows if (CowMaker.SpawnCow(cow, Random.Range(farmTopLeftPos.x, farmBottomRightPos.x), Random.Range(farmTopLeftPos.y, farmBottomRightPos.y), Vector3.zero) == 1) { GameController.Instance().cows.Add(cow); } } GameController.Instance().newGame = false; }