void ChooseNewSettlement() { int count = settlementsMeta.Count; //Clear Before start. CapableSettlementsMetaList.Clear(); settlementWeightCalculator.Clear(); //Choose settlement code. for (int i = 0; i < count; i++) { //Check if distance condition for settlement is met. if (settlementsMeta[i].prefab.GetComponent <Settlement>().checkAvailability(this)) { settlementWeightCalculator.Add(settlementsMeta[i].frequencyWeight); CapableSettlementsMetaList.Add(settlementsMeta[i]); } } //chooses first building if list is empty. int index = settlementWeightCalculator.Pick(); // //Clear for next use. // CapableSettlementsList.Clear(); // settlementWeightCalculator.Clear(); chosenSettlementMeta = CapableSettlementsMetaList[index]; }
public void addItem(JewelryItemsViewModel item) { Jewelries.Add(item); if (Categories.Where(x => x.Id == item.JewelryCategories.Id).Count() == 0) { Categories.Add(item.JewelryCategories); Weight.Add(item.JewelryCategories.Name, 0); Price.Add(item.JewelryCategories.Name, 0); Quantity.Add(item.JewelryCategories.Name, 0); } Weight[item.JewelryCategories.Name] += item.Weight.Value * item.Quantity; Price[item.JewelryCategories.Name] += item.Price.Value * item.Quantity; Quantity[item.JewelryCategories.Name] += item.Quantity; Weight["Total"] += item.Weight.Value * item.Quantity; Price["Total"] += item.Price.Value * item.Quantity; Quantity["Total"] += item.Quantity; }
void ChooseNewBuilding() { int count = buildings.Count; //choose building. for (int i = 0; i < count; i++) { //Check if distance condition for building is met. // if ( distance >= buildings.GetComponent<Building>().reachDistance ) //bypass this check for now. buildingWeightCalculator.Add(buildings[i].GetComponent <Building>().frequencyWeight); } int index = buildingWeightCalculator.Pick(); //Clear calculator for next use. buildingWeightCalculator.Clear(); toCreateBuilding = buildings[index]; }