private List <GameObject> GetItemsToSpawn() { return(new List <GameObject>() { items.GetRandom(), items.GetRandom(), items.GetRandom() }); }
public Card Draw() { Card result = cards.GetRandom(); cards.Remove(result); return(result); }
private void GenerateItems() { selectedItems = new List <SellableItem>(); for (int i = 0; i < itemAmountToSell; i++) { selectedItems.Add((SellableItem)sellableItems.GetRandom().Clone()); } }
public void Spawn(Stage stage, ItemController itemController) { foreach (Room room in stage.Rooms.Skip(1)) { foreach (Cell cell in room.Cells) { if (Random.Range(0f, 1f) <= spawnChance) { SpawnItem(itemPrefabs.GetRandom(), cell, itemController); } } } }
public void Spawn(Stage stage) { foreach (Room room in stage.Rooms.Skip(1)) { foreach (Cell cell in room.Cells) { if (Random.Range(0f, 1f) < spawnChance) { GenerateEnemy(enemyPrefabs.GetRandom(), cell); } } } stage.PlayerEntity = GeneratePlayer(stage[0, 0]); }