void ChangeEnemyType() { System.Random prng = new System.Random (); int enemyTypeRange = prng.Next(0, 100); //Debug.Log (string.Format("<color=cyan>Chance: {0}</color>", enemyTypeRange)); if(enemyTypeRange > 90f && enemyTypeRange < 100f) { CurrentEnemyType = EnemiesTypes.Ghost; } else if(enemyTypeRange > 66f && enemyTypeRange <= 90f) { CurrentEnemyType = EnemiesTypes.PumpkinTall; } else { CurrentEnemyType = EnemiesTypes.Pumpkin; } switch(CurrentEnemyType) { case EnemiesTypes.Pumpkin: enemyMeshFilter.mesh = EnemiesVisualList [0].EnemyMesh; enemyMeshRenderer.material = EnemiesVisualList [0].EnemyMaterial; enemyMeshRenderer.material.SetTexture("_MainTex", EnemiesVisualList[0].EnemyTexture); EnemyColor = new Color(1f, 0.5f, 0.25f); break; case EnemiesTypes.PumpkinTall: enemyMeshFilter.mesh = EnemiesVisualList [1].EnemyMesh; enemyMeshRenderer.material = EnemiesVisualList [1].EnemyMaterial; enemyMeshRenderer.material.SetTexture("_MainTex", EnemiesVisualList[1].EnemyTexture); EnemyColor = new Color(1f, 0.5f, 0.25f); break; case EnemiesTypes.Ghost: enemyMeshFilter.mesh = EnemiesVisualList [2].EnemyMesh; enemyMeshRenderer.material = EnemiesVisualList [2].EnemyMaterial; enemyMeshRenderer.material.SetTexture("_MainTex", EnemiesVisualList[2].EnemyTexture); break; default: enemyMeshFilter.mesh = EnemiesVisualList [0].EnemyMesh; enemyMeshRenderer.material = EnemiesVisualList [0].EnemyMaterial; enemyMeshRenderer.material.SetTexture("_MainTex", EnemiesVisualList[0].EnemyTexture); EnemyColor = new Color(1f, 0.5f, 0.25f); break; } }