private void createLadderWindowsBp() { for (int i = 0; i < 2; i++) { for (int j = 0; j < 3; j++) { int random = UnityEngine.Random.Range(0, m_sprites.Count); int random2 = UnityEngine.Random.Range(0, m_sprites2.Count); int exists = UnityEngine.Random.Range(0, 101); int probability = windowProb; //int probability = 60; if (j == 1) { BlueprintObject obj = new BlueprintObject("ladder_" + windowCount, m_sprites2[random2].target, 10 + j * 30, i * 50); ladderCount++; objects.Add(obj); } else if (exists <= probability && probability != 0) { //Debug.Log ("-- create window "); BlueprintObject obj = new BlueprintObject("window_" + windowCount, m_sprites[random].target, 10 + j * 30, 10 + i * 40); windowCount++; objects.Add(obj); } } } }
private void createLadderWindowsBp() { for (int i = 0; i < 2; i++) { for (int j = 0; j < 3; j++) { int random = UnityEngine.Random.Range(0, m_sprites.Count); int random2 = UnityEngine.Random.Range(0, m_sprites2.Count); int exists = UnityEngine.Random.Range(0, 101); int probability = windowProb; //int probability = 60; if ( j == 1) { BlueprintObject obj = new BlueprintObject("ladder_" + windowCount, m_sprites2[random2].target, 10 + j * 30, i*50); ladderCount++; objects.Add(obj); } else if (exists <= probability && probability != 0) { //Debug.Log ("-- create window "); BlueprintObject obj = new BlueprintObject("window_" + windowCount, m_sprites[random].target, 10 + j * 30, 10 + i*40); windowCount++; objects.Add(obj); } } } }
public void addBlueprintOject(BlueprintObject bpo) { objects.Add(bpo); }
public void addBlueprintOject(BlueprintObject bpo) { objects.Add (bpo); }