public void Randomize() { int randomPieceType = ListUtils.GetRandomElement <int>(GameRules.GetPieceTypes()); SetPieceType(randomPieceType); SendModelChangedEvent(); }
/// <summary> /// Gets the random complete condition. /// </summary> /// <returns>The random complete condition.</returns> public int GetRandomCompleteCondition() { int amount = 0; if (completeConditions != null && completeConditions.Count > 0) { amount = ListUtils.GetRandomElement <int>(completeConditions); } return(amount); }
private void FillBoard() { int pieceIndex = 0; for (int i = 0; i < BoardPieces.GetLength(0); ++i) { for (int j = 0; j < BoardPieces.GetLength(1); ++j) { int randomPieceType = ListUtils.GetRandomElement <int>(GameRules.GetPieceTypes()); BoardPieces[i, j] = GamePieceFactory.Create(randomPieceType, pieceIndex); pieceIndex++; } } }
////////////////////////////////////////// /// SetUpBoard() ////////////////////////////////////////// private void SetUpBoard() { // first get all of the pieces GamePiece_Draft[] arrayPieces = gameObject.GetComponentsInChildren <GamePiece_Draft>(); List <GamePiece_Draft> listPieces = new List <GamePiece_Draft>(arrayPieces); foreach (GamePiece_Draft piece in listPieces) { // choose a random color AbilityColors eColor = ListUtils.GetRandomElement <AbilityColors>(ValidColors); Color color = PieceColors[(int)eColor]; // set that color onto the piece piece.SetColor(eColor, color); } }