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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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