public void Remake(short[] layout, int startIndex = 0) { int indexToBuild = startIndex; for (int i = 0; i < floors.Count; i++) { TunnelFloor floor = floors[indexToBuild]; floor.ClearCube(); if ((layout[i] & (short)FloorType.Bad) != 0) { floor.SetFirewall(firewallMaterial); } else { floor.SetToDefault(); } if ((layout[i] & (short)FloorType.HasCube) != 0) { floor.MakeDataCube(); } HelperMethods.CyclicalIncrement(ref indexToBuild, floors.Count); } }
void DetermineFloorHasDataCubeRandom(TunnelFloor floor, float probability) { if (Random.Range(0f, 1f) < probability) { floor.MakeDataCube(); } }