public void CreateTiles(int amount) { for (int i = 0; i < amount; i++) { Tile_1_Tiles.Push(Instantiate(tilePrefabs[0])); Tile_1_Tiles.Peek().name = "Tile_1"; Debug.Log("Tile 1"); Tile_1_Tiles.Peek().SetActive(false); Tile_2_Tiles.Push(Instantiate(tilePrefabs[1])); Tile_2_Tiles.Peek().name = "Tile_2"; Debug.Log("Tile 2"); Tile_2_Tiles.Peek().SetActive(false); Tile_3_Tiles.Push(Instantiate(tilePrefabs[2])); Tile_3_Tiles.Peek().name = "Tile_3"; Debug.Log("Tile 3"); Tile_3_Tiles.Peek().SetActive(false); } }
public void SpawnTile() { if (Tile_1_Tiles.Count == 0 || Tile_2_Tiles.Count == 0 || Tile_3_Tiles.Count == 0) { Debug.Log("Create 3"); CreateTiles(1); } int randomIndex = Random.Range(0, 3); //int randomIndex = Random.Range(0, 1); if (randomIndex == 0) { GameObject temp = Tile_1_Tiles.Pop(); temp.SetActive(true); //temp.transform.position = currentTile.transform.GetChild(0).transform.GetChild(randomIndex).position; temp.transform.position = currentTile.transform.GetChild(0).transform.GetChild(0).position; currentTile = temp; } else if (randomIndex == 1) { GameObject temp = Tile_2_Tiles.Pop(); temp.SetActive(true); //temp.transform.position = currentTile.transform.GetChild(0).transform.GetChild(randomIndex).position; temp.transform.position = currentTile.transform.GetChild(0).transform.GetChild(0).position; currentTile = temp; } else if (randomIndex == 2) { GameObject temp = Tile_3_Tiles.Pop(); temp.SetActive(true); //temp.transform.position = currentTile.transform.GetChild(0).transform.GetChild(randomIndex).position; temp.transform.position = currentTile.transform.GetChild(0).transform.GetChild(0).position; currentTile = temp; } //currentTile = (GameObject)Instantiate(tilePrefabs[randomIndex], currentTile.transform.GetChild(0).transform.GetChild(randomIndex).position, Quaternion.identity); }