public void BuildChunk() { TurtleState.Instance.UpdateMinMaxes(); for (var i = 0; i < MaxItemsPerChunk; i++) { if (!MiscUtils.RandomBoolWeighted(TurtleState.Instance.ItemSpawningChance.Current)) { continue; } var row = SpawnRows.RandomElement(); var junkOrFood = MiscUtils.ChooseBetweenWithWeight(JunkItems, FoodItems, TurtleState.Instance.JunkDistribution.Current); var orPoacher = MiscUtils.ChooseBetweenWithWeight(PoacherItems, junkOrFood, TurtleState.Instance.PoacherChance.Current); var item = orPoacher.RandomElement(); var position = new Vector3(UnityEngine.Random.Range(-MaxSpawnWidth / 2f, MaxSpawnWidth / 2f), UnityEngine.Random.Range(0f, MaxSpawnHeight), row.z); Instantiate(item, position, Quaternion.identity, transform); } }