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Question by
JoniBerg · Nov 21, 2018 at 05:09 PM ·
gameobjectlistspawn
How i generate Gameobjects list?
public void FilledList()
{
// All Accepted Trashtypes
var trashcans = FindObjectsOfType<TrashDestroy>();
generateTypes = new List<TrashType>();
foreach (var can in trashcans)
{
foreach (var typ in can.acceptTypes)
{
if (!generateTypes.Contains(typ))
generateTypes.Add(typ);
}
}
print("types " + generateTypes.Count);
// Filled list
for (int M = 0; M < sizeOfList;)
{
var rnd1 = Random.Range(0, rightObjects.Count);
if (generateTypes.Contains(rightObjects[rnd1].GetComponent<Trash>().kind))
{
//rubbish.Add(rightObjects[Random.Range(0,rnd1)] );
rubbish.Add(rightObjects[rnd1]);
print(rnd1);
M++;
print("Trash Added to list");
}
}
// Generate list.
var lenOfList = rubbish.Count; // "lenOfList" is sizeof list.
var TrashTyps = generateTypes.Count; // "TrashTyps" is all Accepted Trashtypes.
var OneTrashTypeClass = lenOfList / TrashTyps; // "OneTrashTypeClass" is trashtypes left.
var FinalTrash = lenOfList - OneTrashTypeClass * (TrashTyps - 1);
print(lenOfList);
print(OneTrashTypeClass);
print(TrashTyps);
print(FinalTrash);
for (int W = 0; W < rubbish.Count; W++)
{
print("Do this if TrashTyps is left");
}
if (lenOfList > TrashTyps)
{
print("Do this if TrashTyps is left");
}
else if (TrashTyps < 0 && TrashTyps > 2 )
{
print("Last trashtype left!");
print(OneTrashTypeClass);
// var FinalTrash lenOfList - OneTrashTypeClass * (TrashTyps - 1);
print(FinalTrash);
}
}
}
I want Generate list of gameobjects with Trashtypes.
Examble is 5 Metal Trash and 5 Glass Trash. List count = 10
I want these objects list first all Metals and after this added all Glass Trash.
But how i doing it?
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