// Use this for initialization void Start() { // find player and floor player = GameObject.FindGameObjectWithTag("Player").transform; floor = GameObject.FindGameObjectWithTag("Floor"); // assign the origin level part or block as the current part currentPart = floor.transform.FindChild("Origin").gameObject; currentConnectionPoints = currentPart.GetComponent<ConnectionPointManager>(); // pick randomly the next part to be moved to the end of the level int nextPartIndex = Random.Range(0, parts.Length); nextPart = parts[nextPartIndex]; nextConnectionPoints = nextPart.GetComponent<ConnectionPointManager>(); currentPartIndex = nextPartIndex; // cycle indexes }
void CycleParts() { currentPart = nextPart; currentConnectionPoints = nextConnectionPoints; // choose a random number and use it as index to pick a new part int nextPartIndex = Random.Range(0, parts.Length); // prevent the same part from being used twice while (nextPartIndex == currentPartIndex) { nextPartIndex = Random.Range(0, parts.Length); } nextPart = parts[nextPartIndex]; currentPartIndex = nextPartIndex; // cycle indexes nextConnectionPoints = nextPart.GetComponent<ConnectionPointManager>(); }
void CycleParts() { currentPart = nextPart; currentConnectionPoints = nextConnectionPoints; // choose a random number and use it as index to pick a new part int nextPartIndex = Random.Range(0, parts.Length); // prevent the same part from being used twice while (nextPartIndex == currentPartIndex) { nextPartIndex = Random.Range(0, parts.Length); } nextPart = parts[nextPartIndex]; currentPartIndex = nextPartIndex; // cycle indexes nextConnectionPoints = nextPart.GetComponent <ConnectionPointManager>(); }
private int currentPartIndex; // for preventing the use of the same part twice in a row // Use this for initialization void Start() { // find player and floor player = GameObject.FindGameObjectWithTag("Player").transform; floor = GameObject.FindGameObjectWithTag("Floor"); // assign the origin level part or block as the current part currentPart = floor.transform.FindChild("Origin").gameObject; currentConnectionPoints = currentPart.GetComponent <ConnectionPointManager>(); // pick randomly the next part to be moved to the end of the level int nextPartIndex = Random.Range(0, parts.Length); nextPart = parts[nextPartIndex]; nextConnectionPoints = nextPart.GetComponent <ConnectionPointManager>(); currentPartIndex = nextPartIndex; // cycle indexes }