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Let's start simple and forget the constraint that skill values should be integers for a moment. If we look at the equation for your job skill: $$\begin{align} \frac{w_1 s_1 + w_2 s_2 + w_3 s_3 + w_4 s_4 + w_5 s_5 + w_6 s_6} {w_1 + w_2 + w_3 + w_4 + w_5 + w_6} &= j\\ w_1 s_1 + w_2 s_2 + w_3 s_3 + w_4 s_4 + w_5 s_5 + w_6 s_6 &= j \left( w_1 + w_2 + ...


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Please keep in mind that asking for opinions on Gamdev.se is considered off-topic here. With this answer, I will try to help you make your mind. This kind of decision generally integrates within the broader style of your architecture. You'll want to use repeating patterns for similar contexts. If you define an event architecture for a specific context, you'...


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I think this is a problem of ordering. Let's look at this code foreach (var p in pieces) { if (p.GetComponent<piece>().StartPiece) Pulse((int)p.transform.position.x, (int)p.transform.position.y); else p.GetComponent<piece>().ConnectedToStart = false; } Imagine you have 5 pieces, all of them connected. The first two ...


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