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Question by erickchristian48 · Nov 10, 2019 at 11:27 PM · spriteobjectrandom

Random object and random sprites?

I have a game where you check other people bags, I wanted to have a pre-defined layout for the bag and have it randomly picked, I also wanted the items inside the bag to have a random sprite. Can you help me with the logic for this? I'm thinking about using an array of prefabs

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Answer by dacarrera · Nov 11, 2019 at 01:25 AM

There are a lot of approaches to this, but here is a common one. Of course this should be changed to meet your specific needs.

Setup a list of possible items that can be shown (however you define your items is up to you) and use Random.Range to grab a random index. If each of your items need random sprites too (i.e there aren't specific sprites to each item) then you can use the same Random.Range to get a random index in a different itemSpriteList.

If you want to use prefabs like mentioned, it could be something like (assuming each of your prefabs have an 'Item' script/component attached): [Untested]

 [SerializeField]
 private List<Item> possibleItems;
 [SerializeField]
 private List<Sprite> possibleSprites;
 
 // How you assign will depend on how your bag is setup
 // This example will assume your Bag has an items list
 private void AssignRandom(int x)
 {
      // Get a random index from 0 to the length of the list
      bag.items[x] = possibleItems[Random.Range(0,possibleItems.Count)]
      bag.items[x].sprite = possibleSprites[Random.Range(9,possibleSprites.Count)]
 }
 
 

It's hard to get an ideal solution without more information about your structure setup, but typically Random.Range is a good way utilize randomization when you don't need true random.

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