示例#1
0
 static void AssignSneakySectors(this HexRegion region)
 {
     region.PushSectorType(Random.value >= 0.20f ? SectorType.Planet : SectorType.Clouds);
     region.PushSectorType(Random.value >= 0.20f ? SectorType.Deadspace : SectorType.Clouds);
     region.PushSectorType(SectorType.Clouds);
     region.PushSectorType(SectorType.Clouds);
     region.PushSectorType(SectorType.Clouds);
     region.PushSectorType(SectorType.Blend);
     region.PushSectorType(SectorType.Asteroids);
 }
示例#2
0
 static void AssignRichesSectors(this HexRegion region)
 {
     region.CenterSector.Type = Random.value >= 0.33f ? SectorType.Anomaly : SectorType.Asteroids;
     region.PushSectorType(Random.value >= 0.50f ? SectorType.Planet : SectorType.Clouds);
     region.PushSectorType(Random.value >= 0.45f ? SectorType.Deadspace : SectorType.Blend);
     region.PushSectorType(SectorType.Clouds);
     region.PushSectorType(SectorType.Blend);
     region.PushSectorType(SectorType.Asteroids);
     region.PushSectorType(SectorType.Blend);
 }
示例#3
0
 static void AssignDeadSectors(this HexRegion region)
 {
     region.CenterSector.Type = Random.value >= 0.20f ? SectorType.Anomaly : SectorType.Deadspace;
     region.PushSectorType(Random.value >= 0.50f ? SectorType.Asteroids : SectorType.Clouds);
     region.PushSectorType(Random.value >= 0.40f ? SectorType.Clouds : SectorType.Deadspace);
     region.PushSectorType(SectorType.Deadspace);
     region.PushSectorType(SectorType.Deadspace);
     region.PushSectorType(SectorType.Deadspace);
     region.PushSectorType(SectorType.Deadspace);
 }
示例#4
0
 static void AssignSolarSystemSectors(this HexRegion region)
 {
     region.CenterSector.Type = SectorType.SystemCenter;
     region.PushSectorType(SectorType.Planet);
     region.PushSectorType(SectorType.Planet);
     region.PushSectorType(SectorType.Asteroids);
     region.PushSectorType(SectorType.Clouds);
     region.PushSectorType(SectorType.Blend);
     region.PushSectorType(SectorType.Blend);
 }