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Question by torokomanga · Feb 14, 2020 at 04:21 PM · booleaninheritanceclassesboolclass object

Randomizing and using Bool values

I have several bool values that I decide in edit, but since I have about 600 boxes and several levels, doing this for every one would be really time consuming, so instead I decided to randomize these values, but I cannot manage to tie them together.

 public class box :MonoBehaviour
 {
     MeshRenderer colorRenderer;
     public bool is_Land,is_Forest, is_Plains, is_Desert, is_Beach, is_Mountain;
     private bool is_Sea;
 
 
 void Update()
 {
     
    if (Input.GetKeyDown("space"))
     {
         bool is_Land = (Random.value > 0.5f);
         bool is_Forest = (Random.value > 0.5f);
         bool is_Plains = (Random.value > 0.5f);
         bool is_Desert = (Random.value > 0.5f);
         bool is_Beach = (Random.value > 0.5f);
         bool is_Mountain = (Random.value > 0.5f);
         print ("map randomized");
     }
     if (is_Sea == true){
         colorRenderer = GetComponent<MeshRenderer>();
         colorRenderer.material.color = new Color32(4, 143, 197, 0);
     }
     if (is_Land == true)
     {
         if (is_Forest == true)
         {
             colorRenderer = GetComponent<MeshRenderer>();
             colorRenderer.material.color = new Color32(40, 190, 44, 0);
         }
         else if (is_Plains == true)
         {
             colorRenderer = GetComponent<MeshRenderer>();
             colorRenderer.material.color = new Color32(141, 255, 66, 0);
         }
         else if (is_Desert == true)
         {
             colorRenderer = GetComponent<MeshRenderer>();
             colorRenderer.material.color = new Color32(240, 255, 0, 0);
         }
         else if (is_Beach == true)
         {
             colorRenderer = GetComponent<MeshRenderer>();
             colorRenderer.material.color = new Color32(217, 223, 127, 0);
         }
         else if (is_Mountain == true)
         {
             colorRenderer = GetComponent<MeshRenderer>();
             colorRenderer.material.color = new Color32(206, 152, 59, 0);
         }
      }
     if (is_Land == false)
     {
         colorRenderer = GetComponent<MeshRenderer>();
         colorRenderer.material.color = new Color32(4, 143, 197, 0);

     }

 }


This way, "map randomized" gets printed 600 times, every time I press space, it'd lag a lot, if it worked. The Random.values don't seem to affect the color readers or the entry messages. Pausing in-game shows that their bools have remained the same.

I tried making RandomizeMap a class, and tied it to the parent of these GameObjects, the same function as in if (Input.GetKeyDown("space")), but that didn't seem to work either. I'm not a professional, just learning as I go, but this really stunted me, I'd appreciate any help.

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