private bool ChestAt(int index, out BurriedChestInteraction treasure) { bool result = true; treasure = null; if (fixedTreasures.Count > index) { result = fixedTreasures[index].randomPosition; treasure = fixedTreasures[index].chest.GetComponent <BurriedChestInteraction>(); } return(result); }
private bool TakeNextChest(out BurriedChestInteraction treasure) { bool result = true; treasure = null; if (fixedTreasures.Count > 0) { result = fixedTreasures[0].randomPosition; treasure = fixedTreasures[0].chest.GetComponent <BurriedChestInteraction>(); fixedTreasures.RemoveAt(0); } else { treasure = Instantiate(Rand.PickOne(treasures)).GetComponent <BurriedChestInteraction>(); } return(result); }