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Question by craftydeadman111 · Oct 19, 2020 at 01:47 AM · rng

need help random item from text file

using System.Collections; using System.Collections.Generic; using UnityEngine; using System.IO;//need for reading text files using System;//need for reading text files using System.Diagnostics; using Debug = UnityEngine.Debug; using Random = UnityEngine.Random;

public class bothSystems : MonoBehaviour { string textFile = "lootList";//reference to the text file without extention located in the recouses folder.

 int n = 0;
 

 //lists to hold the text file data
 public List<string> itemName;
 public List<int> dropRate;
 public List<int> value;

 void Start()
 {
     ReadFromFile();
 }

 void ReadFromFile()
 {
     TextAsset textData = (TextAsset)Resources.Load(textFile, typeof(TextAsset));//loads our text file from resources folder

     StringReader reader = new StringReader(textData.text);

     string s = reader.ReadLine();//reads the first line of the text file

     //Debug.Log(s);//displays the full line of text unsplit

     

     while (s != null)
     {
         char[] delimiter = { ',' }; //sets the delimiter value for the text file

         string[] fields = s.Split(delimiter);//splits the text line at each instance of a comma (the delimiter)

         //copy the split sections to the relevant lists
         itemName.Add(fields[0]);
         dropRate.Add(int.Parse(fields[1]));
         value.Add(int.Parse(fields[2]));

         Debug.Log(itemName[n]);
         Debug.Log(dropRate[n]);
         Debug.Log(value[n]);

         n++;

         s = reader.ReadLine();//reads the next line of the text file
     }
     // Update is called once per frame
     void Update()
     {
         if (Input.GetButtonDown("Fire1"))
         {
             int n = RandomItem();//call fuction to recieve random loot drop
                                 
         }

     }
     int RandomItem()
     {
         //develop the ange to randomise from
         int range = 0;
         int i; //counter
         for (i = 0; i < dropRate.Count; i++)
         {
             range += dropRate[i];
         }
         //generate random number signifying the loot item
         int rand = Random.Range(0, range);
         int top = 0;
         for (i = 0; i < dropRate.Count; i++)
         {
             top += dropRate[i];//adding the array drop rates to increase the upper limit of the check
             //testing to see if rand umber is less then the cumalative drop rate
             if (rand < top)
             {
                 break;//if true stops the loop
             }
         }
         Debug.Log("Random roll: " + rand);//distplays our random number     
         Debug.Log("Top value: " + top);//displays the upper limit of the columitive drop rate
         return i;//returns the index to the loot drop
     }
 }

}

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