private List <AIDecisionCA> PrepareToTrain() { var prefabs = _unitSpawner.GetUnitPrefabs(); List <AIDecisionCA> decisions = new List <AIDecisionCA>(); int rndTier = UnityEngine.Random.Range(0, 5); // inclusive with int var trainCost = prefabs[rndTier].GetUnitData( _unitSpawner.GetCurrentUnitTiers()[rndTier]).TrainCost; if (_goldController.GetBalance() > trainCost) { decisions.Add(new AIDecisionCA((UnitType)rndTier, 0, true)); } return(decisions); }