public GameObject getRandomRoom(RoomPlacementLogic.RoomType roomType) { List <GameObject> tempTypeList = new List <GameObject>(); for (int i = 0; i < RoomList.Count; i++) { if (RoomList[i].GetComponent <RoomPlacementLogic>().roomType == roomType) { tempTypeList.Add(RoomList[i]); } } int random = Random.Range(0, tempTypeList.Count); return(tempTypeList[random]); /* * ListWrapper roomGroup = null; * for (int i = 0; i < roomSubTypes.Count; i++) * { * if (roomSubTypes[i].roomType == roomType) * { * roomGroup = roomSubTypes[i]; * break; * } * } * if (roomGroup != null) * { * int choice = Random.Range(0, roomGroup.myList.Count); * return roomGroup.myList[choice]; * } * * * return null; */ }
public GameObject getRandomRoom(RoomPrefabSubTypes roomObject, RoomPlacementLogic.RoomType lookingFor) { return(roomObject.getRandomRoom(lookingFor)); }