/// <summary> /// Fills the spawnable /// </summary> /// <param name="possResourceType"></param> void FillSpawnableResources(List <ResourceType> possResourceType) { //Debug.LogWarning("Biome::FillSpwanableResources - Currently uses resources of all types wihtoug checking for tier"); //List<ResourceType> ResourceForThisTier = new List<ResourceType>(); //= ResourceInfo.GetResourcesForTier(Tier, possEnemyTpye); System.Random rng = new System.Random((int)System.DateTime.Now.Ticks); //TODO: USE enmeies for this tier not poss enemies if (WorldController.Instance.ResourceVariatyPerBiome >= possResourceType.Count) { SpawnableResource = possResourceType; return; } while (SpawnableResource.Count < WorldController.Instance.ResourceVariatyPerBiome) { //TODO: Use enmeiesFor this tier not poss enemis. ResourceType type = possResourceType[rng.Next(possResourceType.Count)]; if (!SpawnableResource.Contains(type)) { SpawnableResource.Add(type); } } }
public override string ToString() { return(string.Format("Type: {0}\nTier: {1}\nSpwanable Enemies: {2}\nSpawnable Resources{3}\n Spawnable Items{4}", Type, Tier, string.Join(", ", SpawnableEnemies.Select(e => e.ToString()).ToArray <string>()), string.Join(", ", SpawnableResource.Select(e => e.ToString()).ToArray <string>()), string.Join(", ", SpawnableItems.Select(e => e.ToString()).ToArray <string>()))); }