public Shape GetNextShape() { if (sequenceQueue.Count < 1) { return(availableShapes[Random.Range(0, SHAPE_LIST_SIZE - 1)]); } else { //Adds ints to the sequence if low if (sequenceQueue.Count <= 5) { TRManager.GenerateSequence(0, SHAPE_LIST_SIZE - 1, QUEUE_SIZE - sequenceQueue.Count); } return(availableShapes[sequenceQueue.Dequeue()]); } }
public void Initialize() { AddShapes(); TRManager.GenerateSequence(0, SHAPE_LIST_SIZE - 1, QUEUE_SIZE); }