public void SetGlobType(int globIndex) { currentGlobData = allGlobData[globIndex]; globValue = currentGlobData.globValue; globBody.color = currentGlobData.globColor; globColor = currentGlobData.globColor; Debug.Log("My Glob color is " + currentGlobData.globColor + " and my glob value is " + currentGlobData.globValue); }
GlobData GetGlobType() { var random = Random.Range(0.0f, 1.0f); if (random > changeTypeRate) { lastType = allGlobData[UnityEngine.Random.Range(0, 5)]; } return(lastType); }
void Start() { matchList = new List <Glob> (); lastType = allGlobData[UnityEngine.Random.Range(0, 5)]; typePool = new List <GlobData> (); var i = 0; var total = 100000; while (i < total) { typePool.Add(GetGlobType()); i++; } Shuffle(typePool); CreateGrid(); }