private void place_Battleship(BattleShip btshp,int ship_Size) { Vector2 vc; int random_x_value=0; int random_y_value=0; //int last_placed_x = 0; //int last_placed_y = 0; int initial_y = 0; int initial_x = 0; int i=0; int temp_calc; //placing first loc of AI ship random_y_value = Random.Range (0, 10); random_x_value = Random.Range (0, 10); vc = new Vector2 (random_x_value, random_y_value); if (btshp.Set_Loc(vc)) { //location ok - increase counter initial_y = random_y_value; initial_x = random_x_value; //last_placed_y = initial_y; // last_placed_x = random_x_value; // Debug.Log("Placed AI ship at X" + vc.x + " Y" + vc.y); i++; } //Debug.Log ("continuing creation of AI's ship"); //placing ship with 4 squars while (i<ship_Size) { // generating location for ship // if condition occurs, then Y axis is contant and X values will be randomly generated. if (initial_y>initial_x) { temp_calc = initial_x - (ship_Size - (ship_Size - i)); do { random_x_value = Random.Range (temp_calc, ((initial_x+(ship_Size-1))-(i-1))); } while ((random_x_value>=10)||(random_x_value<0)); vc = new Vector2 (random_x_value, initial_y); if (btshp.Set_Loc(vc)) { //location ok - increase counter //last_placed_x = random_x_value; // Debug.Log("Placed AI ship at X" + vc.x + " Y" + vc.y); i++; } } //X axis is contant and Y values will be randomly generated. else { temp_calc = initial_y - (ship_Size - (ship_Size - i)); do { random_y_value = Random.Range (temp_calc, ((initial_y+(ship_Size-1))-(i-1))); } while ((random_y_value>=10)||(random_y_value<0)); vc = new Vector2 (initial_x, random_y_value); if (btshp.Set_Loc(vc)) { //location ok - increase counter //last_placed_y = random_y_value; // Debug.Log("Placed AI ship at X" + vc.x + " Y" + vc.y); i++; } } } }