private void BeginGame() { CreateHudSystem(); CreateMenu(); CreateBasicStateFactories(); _fsm.Push(StateFactory.GetState(GameStates.Roll)); _gameInfo.PanCameraToObject(_gameInfo.Spinner); _gameStarted = true; var houseLogics = _gameInfo.WorldNodes.Select(i => i.BindedLogic.PureLogic).OfType <BuyHouse>(); foreach (var houseLogic in houseLogics) { houseLogic.House.ChangePrice(RandomHelper.NextFloat(0.7f, 1.3f)); } Loan.ChangeInterestRates(); }
public IGameState[] PerformLogic(GameTime gameTime, GameInfo gameInfo) { // Get changable nodes, but don't change houses var changeableNodes = _changeableWorldNodes.Where(i => !(i.BindedLogic.PureLogic is BuyHouse)); foreach (var node in changeableNodes) { var newLogic = gameInfo.BindedLogicPool[RandomHelper.Next(gameInfo.BindedLogicPool.Count)]; node.SetBindedLogic(newLogic); } var houseLogics = _houseNodes.Select(i => i.BindedLogic.PureLogic).OfType <BuyHouse>(); foreach (var houseLogic in houseLogics) { houseLogic.House.ChangePrice(RandomHelper.NextFloat(0.7f, 1.3f)); } Loan.ChangeInterestRates(); return(null); }