private float getPopulationTotalDominace(AnimalPopulation population) { float totalDomiance = 0f; // TODO: get dominace rating for given population return(totalDomiance); }
private float getPopulationSize(AnimalPopulation population) { float populationSize = 0f; // TODO: get animal population size return(populationSize); }
private float GetNewGrowthTimeInterval(AnimalPopulation animalPopulation) { int numBad = GetNumOfCondition(animalPopulation.Needs, NeedCondition.Bad); int numNeutral = GetNumOfCondition(animalPopulation.Needs, NeedCondition.Neutral); int numGood = GetNumOfCondition(animalPopulation.Needs, NeedCondition.Good); if (numBad > 0) { float interval = DeclineFunction(animalPopulation.PopulationGoal, numBad, numNeutral, numGood); return(interval); } else { float interval = GrowthFunction(animalPopulation.PopulationGoal, numBad, numNeutral, numGood); return(interval); } }
void Start() { List <GameObject> animalGameObjects = new List <GameObject>(); animalGameObjects.AddRange(GameObject.FindGameObjectsWithTag("Madle")); animalGameObjects.AddRange(GameObject.FindGameObjectsWithTag("Strot")); Debug.Log("Number of animals: " + animalGameObjects.Count); foreach (GameObject animalGameObject in animalGameObjects) { // If this animal is a species we don't have a population for yet if (!AddToExistingAnimalPopulation(animalGameObject)) { AnimalPopulation newAnimalPopulation = AnimalPopulation.BuildAnimalPopulation(animalGameObject.tag); newAnimalPopulation.AddAnimalFromGameObject(animalGameObject); animalPopulations.Add(newAnimalPopulation); } } foreach (AnimalPopulation population in animalPopulations) { animals.AddRange(population.Animals); } }
private int getPoplulationDomiance(AnimalPopulation animalPopulation) { return(animalPopulation.PopulationDominance()); }
private bool foodIsEdible(AnimalPopulation animalPopulation, FoodSource foodSource) { return(animalPopulation.IsEdible(foodSource)); }