//called on planet type subclasses (Earthlike, Desert..) public void InitResources(float[] resourceTresholds) { //for (int k = 0;k < resourceTresholds.Length;k++){ // print("resourceTresholds [" + k + "] = " + resourceTresholds [k]); //} pop.amount = Random.Range(resourceTresholds[0], resourceTresholds[1]); food.amount = Random.Range(resourceTresholds[2], resourceTresholds[3]); water.amount = Random.Range(resourceTresholds[4], resourceTresholds[5]); water.max = water.amount; //so that water is already set to account for current population water.Calc(resourceMultipliers[2]); oxygen.amount = Random.Range(resourceTresholds[8], resourceTresholds[9]); power.amount = Random.Range(resourceTresholds[10], resourceTresholds[11]); flora.amount = Random.Range(resourceTresholds[18], resourceTresholds[19]); fauna.amount = Random.Range(resourceTresholds[20], resourceTresholds[21]); /* * iron = Random.Range(resourceTresholds[6],resourceTresholds[7]); * oxygen = Random.Range(resourceTresholds[8],resourceTresholds[9]); * power = Random.Range(resourceTresholds[10],resourceTresholds[11]); * stone = Random.Range(resourceTresholds[12],resourceTresholds[13]); * research = Random.Range(resourceTresholds[14],resourceTresholds[15]); * pollution = Random.Range(resourceTresholds[16],resourceTresholds[17]); * flora = Random.Range(resourceTresholds[18],resourceTresholds[19]); * fauna = Random.Range(resourceTresholds[20],resourceTresholds[21]); * temperature = Random.Range(resourceTresholds[22],resourceTresholds[23]); * gold = Random.Range(resourceTresholds[24],resourceTresholds[25]); */ }