public string GetNextRandomName(ICollection <NameElement> tokens) { if (tokens == null) { return(GetNextRandomName()); } var result = ""; var rule = UnityRandom.RandomFromList(m_RulesList.List); foreach (var token in rule) { if (UnityRandom.Bool(token.Value)) { var tokenChoise = m_SyllableDictionary[token.Key]; var syllable = tokenChoise.GetSyllable(); result += syllable; tokens.Add(new NameElement() { m_Tag = token.Key, m_Syllable = syllable }); } } return(result); }
public void Dead() { if (m_State == CharacterState.Dead) { return; } SoundManager.Instance.Play("Dead"); Destroy(GetComponent <Collider2D>()); transform.rotation = Quaternion.Euler(0.0f, 0.0f, (UnityRandom.Bool() ? 1: -1) * UnityEngine.Random.Range(45.0f, 135.0f)); if (implIsNative()) { m_CurrentHub.DefenderIsDead(this); } else { Tribe.Instance.CharacterIsDead(this); } if (m_State == CharacterState.Travel) { SwarmManager.Instance.Initialize(); } m_Animator.enabled = false; m_State = CharacterState.Dead; }
private void implDead() { m_Animate.enabled = false; m_Rotate.enabled = false; m_Translate.enabled = false; Destroy(GetComponent <Collider2D>()); transform.rotation = Quaternion.Euler(0.0f, 0.0f, (UnityRandom.Bool() ? 1 : -1) * UnityEngine.Random.Range(45.0f, 135.0f)); }
////////////////////////////////////////////////////////////////////////// public override void iProceedTurn() { if (UnityRandom.Bool(m_PhotoChanse)) { PlayerEntity.Instance.m_ActionSequence.Add(new Actor.ActionPhoto() { m_Delay = Random.Range(m_PhotoDelay.x, m_PhotoDelay.y), Master = Master }); } }
public string GetNextRandomName() { var result = ""; // get random token combination var rule = UnityRandom.RandomFromList(m_RulesList.List); foreach (var token in rule) { // roll token chance if (UnityRandom.Bool(token.Value)) { var tokenChoise = m_SyllableDictionary[token.Key]; result += tokenChoise.GetSyllable(); } } return(result); }
void Start() { transform.rotation = Quaternion.Euler(0.0f, 0.0f, (UnityRandom.Bool() ? 1: -1) * UnityEngine.Random.Range(45.0f, 135.0f)); Destroy(this); }