public void populateEcosystem() { SaveLoadController.destroyEcosystem(); // Populate the system with some organisms int numPrey = 10; int numPredator = 10; int numFlora = 64; int numWater = 5; for (int i = 0; i < numPrey; i++) { GameObject prey = Instantiate(preySpecies, new Vector3((float)Random.Range(0, xSize), 0f, (float)Random.Range(0, zSize)), Quaternion.identity); prey.transform.parent = gameObject.transform; prey.SetActive(true); prey.name = preySpecies.name; } for (int i = 0; i < numPredator; i++) { GameObject predator = Instantiate(predatorSpecies, new Vector3((float)Random.Range(0, xSize), 0f, (float)Random.Range(0, zSize)), Quaternion.identity); predator.transform.parent = gameObject.transform; predator.SetActive(true); predator.name = predatorSpecies.name; } for (int i = 0; i < numFlora; i++) { GameObject flora = Instantiate(floraSpecies, new Vector3((float)Random.Range(0, xSize), 0f, (float)Random.Range(0, zSize)), Quaternion.identity); flora.transform.parent = gameObject.transform; flora.SetActive(true); flora.name = floraSpecies.name; flora.GetComponent <Flora>().waterLevel = Random.Range(15f, 100f); } for (int i = 0; i < numWater; i++) { GameObject water = Instantiate(waterSource, new Vector3((float)Random.Range(10, xSize - 10), 0f, (float)Random.Range(10, zSize - 10)), Quaternion.identity); water.transform.parent = gameObject.transform; water.SetActive(true); water.name = waterSource.name; } }
public void resetEcosystem() { SaveLoadController.destroyEcosystem(); }