void GenerateOscillation() { foreach (Trait trait in traits) { priceOscillation[trait] = new List <bool>(); float frequency = trait.GetTraitOscillationFrequency(); bool direction = UnityEngine.Random.Range(0f, 1.0f) < upwardProbability? true:false; //starting upper direction for (int i = 0; i < 30; i++) //30=arbitrary { if (priceOscillation[trait].Count >= 30) { break; } //double num = RandomGaussian(frequency, 1); //Debug.Log(num); double numUnity = RandomGaussianUnity(frequency, 1); //Debug.Log(numUnity); int rows = (int)numUnity; //Debug.Log(rows); rows = Mathf.Max(1, rows); //Debug.Log(UnityEngine.Random.Range(0f,1f)); for (int j = 0; j < rows; j++) { //Debug.Log(priceOscillation[trait]); //MyDebug.List(priceOscillation[trait]); priceOscillation[trait].Add(direction); } direction = !direction; } MyDebug.List(priceOscillation[trait]); } }