// Set a new direction for the pathwalker. private void SetDirection() { int random = Random.Range(0, 101); if (random <= mapGenerator.chanceForward) { } else if (random <= mapGenerator.PurcentageLeft) { switch (direction) { case PathWalkerDirection.Right: direction = PathWalkerDirection.Up; break; case PathWalkerDirection.Left: direction = PathWalkerDirection.Down; break; case PathWalkerDirection.Up: direction = PathWalkerDirection.Left; break; case PathWalkerDirection.Down: direction = PathWalkerDirection.Right; break; } } else if (random <= mapGenerator.PurcentageRight) { switch (direction) { case PathWalkerDirection.Right: direction = PathWalkerDirection.Down; break; case PathWalkerDirection.Left: direction = PathWalkerDirection.Up; break; case PathWalkerDirection.Up: direction = PathWalkerDirection.Right; break; case PathWalkerDirection.Down: direction = PathWalkerDirection.Left; break; } } else if (random <= mapGenerator.PurcentageBackward) { switch (direction) { case PathWalkerDirection.Right: direction = PathWalkerDirection.Left; break; case PathWalkerDirection.Left: direction = PathWalkerDirection.Right; break; case PathWalkerDirection.Up: direction = PathWalkerDirection.Down; break; case PathWalkerDirection.Down: direction = PathWalkerDirection.Up; break; } mapGenerator.SpawnCollectible(position, CollectibleType.WeaponChest); } }
int steps = 0; // The current number of steps. /* * Methods */ private void Start() { direction = (PathWalkerDirection)Random.Range(0, 3); }