public GameObject GetBaitPrefab(BaitTypes BaitType) { return(Baits[(int)BaitType]); }
// Use this for initialization void Start() { s_this = this; gameState = GameStates.GOTO_ENV; InstructionList = new Dictionary <GameStates, string>(); InstructionList.Add(GameStates.GOTO_ENV, "Goto where the animal might be found."); InstructionList.Add(GameStates.GET_TRAP, "Go and get the right type of trap."); InstructionList.Add(GameStates.BAIT_TRAP, "Place the trap and bait it."); InstructionList.Add(GameStates.CAPTURE_ANIMAL, "Trigger the trap when the animal is close."); InstructionList.Add(GameStates.WIN, "Well done - you got the correct animal."); Clue1List = new Dictionary <AnimalTypes, string>(); Clue1List.Add(AnimalTypes.ANIMAL_PORPOISE, "I like the water."); Clue1List.Add(AnimalTypes.ANIMAL_RABBIT, "Give me space to roam."); Clue1List.Add(AnimalTypes.ANIMAL_BADGER, "Give me space to roam."); Clue1List.Add(AnimalTypes.ANIMAL_PONY, "Give me space to roam."); Clue1List.Add(AnimalTypes.ANIMAL_SALMON, "I like the water."); Clue1List.Add(AnimalTypes.ANIMAL_GOOSE, "I like the water."); Clue1List.Add(AnimalTypes.ANIMAL_HERON, "I like the water."); Clue1List.Add(AnimalTypes.ANIMAL_WOMBAT, "Give me space to roam."); Clue2List = new Dictionary <AnimalTypes, string>(); Clue2List.Add(AnimalTypes.ANIMAL_PORPOISE, "Swim, swim, swim."); Clue2List.Add(AnimalTypes.ANIMAL_RABBIT, "Give me space!."); Clue2List.Add(AnimalTypes.ANIMAL_BADGER, "I like to sleep with a roof over my head."); Clue2List.Add(AnimalTypes.ANIMAL_PONY, "Give me space!."); Clue2List.Add(AnimalTypes.ANIMAL_SALMON, "Swim, swim, swim."); Clue2List.Add(AnimalTypes.ANIMAL_GOOSE, "On and over, but not under."); Clue2List.Add(AnimalTypes.ANIMAL_HERON, "On and over, but not under."); Clue2List.Add(AnimalTypes.ANIMAL_WOMBAT, "I like to sleep with a roof over my head."); Clue3List = new Dictionary <AnimalTypes, string>(); Clue3List.Add(AnimalTypes.ANIMAL_PORPOISE, "Always happy, always smiling."); Clue3List.Add(AnimalTypes.ANIMAL_RABBIT, "Big ears, big everything."); Clue3List.Add(AnimalTypes.ANIMAL_BADGER, "Black and white and underground."); Clue3List.Add(AnimalTypes.ANIMAL_PONY, "I'm a miniature powerhouse."); Clue3List.Add(AnimalTypes.ANIMAL_SALMON, "I travel home to have children."); Clue3List.Add(AnimalTypes.ANIMAL_GOOSE, "Honk!"); Clue3List.Add(AnimalTypes.ANIMAL_HERON, "Strutting in the shallows."); Clue3List.Add(AnimalTypes.ANIMAL_WOMBAT, "G'day mate!"); AnimalEnviroments = new Dictionary <AnimalTypes, Enviroments>(); AnimalEnviroments.Add(AnimalTypes.ANIMAL_PORPOISE, Enviroments.ENVIROMENT_LAKE); AnimalEnviroments.Add(AnimalTypes.ANIMAL_RABBIT, Enviroments.ENVIROMENT_FIELD); AnimalEnviroments.Add(AnimalTypes.ANIMAL_BADGER, Enviroments.ENVIROMENT_FIELD); AnimalEnviroments.Add(AnimalTypes.ANIMAL_PONY, Enviroments.ENVIROMENT_FIELD); AnimalEnviroments.Add(AnimalTypes.ANIMAL_SALMON, Enviroments.ENVIROMENT_LAKE); AnimalEnviroments.Add(AnimalTypes.ANIMAL_GOOSE, Enviroments.ENVIROMENT_LAKE); AnimalEnviroments.Add(AnimalTypes.ANIMAL_HERON, Enviroments.ENVIROMENT_LAKE); AnimalEnviroments.Add(AnimalTypes.ANIMAL_WOMBAT, Enviroments.ENVIROMENT_FIELD); AnimalTrapTypes = new Dictionary <AnimalTypes, TrapType>(); AnimalTrapTypes.Add(AnimalTypes.ANIMAL_PORPOISE, TrapType.TRAPTYPE_UNDERSURFACE); AnimalTrapTypes.Add(AnimalTypes.ANIMAL_RABBIT, TrapType.TRAPTYPE_SURFACE); AnimalTrapTypes.Add(AnimalTypes.ANIMAL_BADGER, TrapType.TRAPTYPE_UNDERSURFACE); AnimalTrapTypes.Add(AnimalTypes.ANIMAL_PONY, TrapType.TRAPTYPE_SURFACE); AnimalTrapTypes.Add(AnimalTypes.ANIMAL_SALMON, TrapType.TRAPTYPE_UNDERSURFACE); AnimalTrapTypes.Add(AnimalTypes.ANIMAL_GOOSE, TrapType.TRAPTYPE_SURFACE); AnimalTrapTypes.Add(AnimalTypes.ANIMAL_HERON, TrapType.TRAPTYPE_SURFACE); AnimalTrapTypes.Add(AnimalTypes.ANIMAL_WOMBAT, TrapType.TRAPTYPE_UNDERSURFACE); AnimalBaitTypes = new Dictionary <AnimalTypes, BaitTypes>(); AnimalBaitTypes.Add(AnimalTypes.ANIMAL_PORPOISE, BaitTypes.PORPOSISE_BAIT); AnimalBaitTypes.Add(AnimalTypes.ANIMAL_RABBIT, BaitTypes.RABBIT_BAIT); AnimalBaitTypes.Add(AnimalTypes.ANIMAL_BADGER, BaitTypes.BADGER_BAIT); AnimalBaitTypes.Add(AnimalTypes.ANIMAL_PONY, BaitTypes.PONY_BAIT); AnimalBaitTypes.Add(AnimalTypes.ANIMAL_SALMON, BaitTypes.SALMON_BAIT); AnimalBaitTypes.Add(AnimalTypes.ANIMAL_GOOSE, BaitTypes.GOOSE_BAIT); AnimalBaitTypes.Add(AnimalTypes.ANIMAL_HERON, BaitTypes.HERON_BAIT); AnimalBaitTypes.Add(AnimalTypes.ANIMAL_WOMBAT, BaitTypes.WOMBAT_BAIT); BaitForEachTrap = new Dictionary <KeyValuePair <TrapType, Enviroments>, List <BaitTypes> >(); BaitForEachTrap.Add(new KeyValuePair <TrapType, Enviroments>(TrapType.TRAPTYPE_SURFACE, Enviroments.ENVIROMENT_FIELD), new List <BaitTypes>() { BaitTypes.PONY_BAIT, BaitTypes.RABBIT_BAIT }); BaitForEachTrap.Add(new KeyValuePair <TrapType, Enviroments>(TrapType.TRAPTYPE_UNDERSURFACE, Enviroments.ENVIROMENT_FIELD), new List <BaitTypes>() { BaitTypes.BADGER_BAIT, BaitTypes.WOMBAT_BAIT }); BaitForEachTrap.Add(new KeyValuePair <TrapType, Enviroments>(TrapType.TRAPTYPE_SURFACE, Enviroments.ENVIROMENT_LAKE), new List <BaitTypes>() { BaitTypes.HERON_BAIT, BaitTypes.GOOSE_BAIT }); BaitForEachTrap.Add(new KeyValuePair <TrapType, Enviroments>(TrapType.TRAPTYPE_UNDERSURFACE, Enviroments.ENVIROMENT_LAKE), new List <BaitTypes>() { BaitTypes.PORPOSISE_BAIT, BaitTypes.SALMON_BAIT }); targetAnimal = (AnimalTypes)Random.Range(0, (int)AnimalTypes.NUM_ANIMALS); EnvTriggerToUse = EnvTriggers[(int)AnimalEnviroments[targetAnimal]]; wantedTrapType = AnimalTrapTypes[targetAnimal]; neededBaitType = AnimalBaitTypes[targetAnimal]; }