public void RandomiseStats() { studentSkills = new MagicTypeFloatDictionary(); var magicTypes = Enum.GetValues(typeof(MAGIC_SCHOOL)).Cast <MAGIC_SCHOOL>(); foreach (MAGIC_SCHOOL currentMagicSchool in magicTypes) { if (currentMagicSchool == MAGIC_SCHOOL.NONE) { continue; } studentSkills.Add(currentMagicSchool, (float)System.Math.Round(UnityEngine.Random.Range(0f, 0.4f), 2)); } studentTraits = new List <STUDENT_TRAITS>(UnityEngine.Random.Range(1, 5)); for (int j = 0; j < studentTraits.Capacity; j++) { studentTraits.Add((STUDENT_TRAITS)UnityEngine.Random.Range(0, 4)); } studentDesire = (MAGIC_SCHOOL)UnityEngine.Random.Range(0, 2); }
public void RandomiseStats() { lecturerTraits = new List <LECTURER_TRAITS>(UnityEngine.Random.Range(1, 5)); lecturerSkills = new MagicTypeFloatDictionary(); var magicTypes = Enum.GetValues(typeof(MAGIC_SCHOOL)).Cast <MAGIC_SCHOOL>(); foreach (MAGIC_SCHOOL currentMagicSchool in magicTypes) { if (currentMagicSchool == MAGIC_SCHOOL.NONE) { continue; } lecturerSkills.Add(currentMagicSchool, (float)System.Math.Round(UnityEngine.Random.Range(0f, 1f), 2)); } for (int j = 0; j < lecturerTraits.Capacity; j++) { lecturerTraits.Add((LECTURER_TRAITS)UnityEngine.Random.Range(0, 4)); } lecturerLoyalty = (LECTURER_LOYALTY)UnityEngine.Random.Range(0, 3); lecturerDesire = (LECTURER_DESIRES)UnityEngine.Random.Range(0, 2); }