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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
public class ParentBehaviour : MonoBehaviour | |||
{ | |||
public spawner babySpawner; | |||
public GameObject child; | |||
public Texture baseVis; | |||
public Texture hatVis; | |||
public Texture eyeVis; | |||
public Texture topVis; | |||
public Texture bottomVis; | |||
public List<string> order = new List<string>(); | |||
[ContextMenu("Get Random Child")] | |||
public void GetRandomChild() | |||
{ | |||
int _childIndex = Random.Range(0, babySpawner.transform.childCount); | |||
child = babySpawner.transform.GetChild(_childIndex).gameObject; | |||
//CHECK IF OTHER PARENT WANTS THIS CHILD (if otherParent.child == child) | |||
Randomizer _childRandomizer = child.GetComponent<Randomizer>(); | |||
baseVis = _childRandomizer.baseObj.GetComponent<MeshRenderer>().material.mainTexture; | |||
hatVis = _childRandomizer.hatObj.GetComponent<MeshRenderer>().material.mainTexture; | |||
eyeVis = _childRandomizer.eyeObj.GetComponent<MeshRenderer>().material.mainTexture; | |||
topVis = _childRandomizer.topObj.GetComponent<MeshRenderer>().material.mainTexture; | |||
bottomVis = _childRandomizer.bottomObj.GetComponent<MeshRenderer>().material.mainTexture; | |||
order.Insert(Random.Range(0, order.Count), "base"); | |||
order.Insert(Random.Range(0, order.Count), "hat"); | |||
order.Insert(Random.Range(0, order.Count), "eye"); | |||
order.Insert(Random.Range(0, order.Count), "top"); | |||
order.Insert(Random.Range(0, order.Count), "bottom"); | |||
foreach (string item in order) | |||
{ | |||
print(item); | |||
} | |||
} | |||
} |
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