void Awake() { if (GameDataManager.Inst == null) { Inst = this; } int rand = Random.Range(0, bountyOptions.Count); activeBounty = bountyOptions[rand]; bountyTimer = bountyTimeLimit; }
void Start() { if (shouldRandomizeType) { int rand = UnityEngine.Random.Range(0, civilianTypeOptions.Count); civilianType = civilianTypeOptions[rand]; } if (shouldRandomizeWaypoints) { for (int i = 0; i < waypoints.Count; i++) { waypoints[i] = new Vector2(UnityEngine.Random.Range(-30, 30), UnityEngine.Random.Range(-30, 30)); } } myRenderer = GetComponent <Renderer>(); switch (civilianType) { case CivilianType.INNOCENT: myRenderer.material = InnocentCivilianMaterial; break; case CivilianType.ORANGE: myRenderer.material = OrangeCivilianMaterial; break; case CivilianType.BLACK: myRenderer.material = BlackCivilianMaterial; break; case CivilianType.BLUE: myRenderer.material = BlueCivilianMaterial; break; } }
private void changeBounty() { int rand = Random.Range(0, bountyOptions.Count); activeBounty = bountyOptions[rand]; }