void setActiftARandomDisaster() { int randomDisaster = Random.Range(1, System.Enum.GetNames(typeof(EnumDisasterTypes_Aure)).Length); my_disasters[randomDisaster].gameObject.SetActive(true); cityScript.Set_food(cityScript.Get_food() - (my_disasters[randomDisaster].GetPercentLostFood() * cityScript.Get_food())); cityScript.Set_people(cityScript.Get_people() - (my_disasters[randomDisaster].GetPercentLostInhabitants() * cityScript.Get_people())); cityScript.Set_souls(cityScript.Get_souls() - (my_disasters[randomDisaster].GetPercentLostSouls() * cityScript.Get_souls())); }
void setActifARandomDisaster() { int enumLenght = System.Enum.GetValues(typeof(EnumDisasterTypes_Aure.DisasterType)).Length; int randomDisaster = Random.Range(0, enumLenght); cityScript.Set_food(cityScript.Get_food() - (int)(my_disasters[randomDisaster].GetComponent <Disaster_Aure>().GetPercentLostFood() * cityScript.Get_food())); cityScript.Set_people(cityScript.Get_people() - (int)(my_disasters[randomDisaster].GetComponent <Disaster_Aure>().GetPercentLostInhabitants() * cityScript.Get_people())); cityScript.Set_souls(cityScript.Get_souls() - (int)(my_disasters[randomDisaster].GetComponent <Disaster_Aure>().GetPercentLostSouls() * cityScript.Get_souls())); my_disasters[randomDisaster].SetActive(true); my_disasters[randomDisaster].transform.GetChild(0).gameObject.GetComponent <TextMeshProUGUI>().text = "- " + (int)(my_disasters[randomDisaster].GetComponent <Disaster_Aure>().GetPercentLostFood() * cityScript.Get_food()) + " nourritures \n" + "- " + (int)(my_disasters[randomDisaster].GetComponent <Disaster_Aure>().GetPercentLostSouls() * cityScript.Get_souls()) + " habitants"; PutGameInPause(true); }