public int GetRandBuildingTempl() { List <DAT_Building> availableBuildings = null; if (m_mechanics != null) { availableBuildings = m_mechanics.GetAvailableBuildings(); } else { availableBuildings = m_buildingTemplates.GetBuildings(); } int val = 0; if (s_randomized.Count < s_uniqueRandomizingTimes) { val = UnityEngine.Random.Range(0, availableBuildings.Count); while (s_randomized.Contains(val)) { val++; if (val >= availableBuildings.Count) { val = 0; } } } else { val = UnityEngine.Random.Range(0, availableBuildings.Count); } return(availableBuildings[val].id); }
public void SetBuildingTemplates(DAT_BuildingTemplates data) { m_buildingTemplates = data; m_mechanics = new UT_BuildingMechanics(data.GetBuildings()); }