using System.Collections; using System.Collections.Generic; using UnityEngine; public class ContentGenerator : MonoBehaviour { public GameObject[] enemies; public GameObject[] trees; public GameObject[] stones; public GameObject grass; public GameObject boss; //public GameObject npc; static System.Random rand = new System.Random(); public GameObject generateEnemy() { int index = rand.Next(0, enemies.Length); return enemies[index]; } public GameObject generateContent(string tiletype) { switch (tiletype) { case "Tile": return generateTileContent(); case "StoneTile": return generateStoneTileContent(); case "TreeTile": return generateTreeTileContent(); } return null; } public GameObject generateTileContent() { int chance = rand.Next(1, 101); if (chance < 50) { return null; } else if (chance >= 50 && chance < 90) { if (rand.Next(0,trees.Length) == 0) { return trees[rand.Next(0, trees.Length)]; } else { return stones[rand.Next(0, stones.Length)]; } } else if (chance >= 90 && chance < 99) { return generateEnemy(); } else { return boss; } } public GameObject generateStoneTileContent() { int chance = rand.Next(1, 101); if (chance < 60) { return stones[rand.Next(0, stones.Length)]; } else if (chance >= 60 && chance < 90) { return trees[rand.Next(0, trees.Length)]; } else if (chance >= 90 && chance < 99) { return generateEnemy(); } else { return boss; } } public GameObject generateTreeTileContent() { int chance = rand.Next(1, 101); if (chance < 60) { return trees[rand.Next(0, trees.Length)]; } else if (chance >= 60 && chance < 90) { return stones[rand.Next(0, stones.Length)]; } else if (chance >= 90 && chance < 99) { return generateEnemy(); } else { return boss; } } }