private List <RecipeItem> GenerateRecipe() { if (recipe.Count > 0) { recipe.Clear(); } List <GameObject> unusedIngredients = ingredients.ToList(); if (difficultyLevel > (difficultyLevels.Count - 1)) { difficultyLevel = difficultyLevels.Count - 1; } int foodleft = difficultyLevels[difficultyLevel]; while (foodleft > 0) { GameObject currentIngredient = unusedIngredients[Random.Range(0, unusedIngredients.Count)]; int amount = Random.Range(1, 2 + foodleft / 2); recipe.Add(new RecipeItem(currentIngredient, amount)); foodleft -= amount; unusedIngredients.Remove(currentIngredient); } recipeDisplay.DisplayRecipe(recipe); Cannon.instance.AssembleAmmunitionList(); return(recipe); }
// Start is called before the first frame update void Start() { GenerateRecipe(); foreach (RecipeComponent c in theRecipe.components) { Debug.Log("Ingredient: " + c.ingredient + " Equation: " + c.equation); } recipeDisplay.SetRecipe(theRecipe); recipeDisplay.DisplayRecipe(); recipeDisplay.HighlightCurrentComponent(theRecipe.currentIngrIndex); cauldron.SetRecipe(theRecipe); //cauldron.SetManager(this); }