Creating a copy of the level piece
We are now ready to write a clever method that will copy levelPrefab
and place it at the right location on the level.
Add the following method to the LevelGenerator
class:
When creating procedurally generated levels, we want to make sure that the level is different every time the player sees it. For our solution, we simply want to pick a random element from the levelPrefabs
.
Please take a look at Unity's reference and search for Random.Range
. You will realize that Random.Range
returns a randomly generated number that lies between two numbers (min
and max
).
So, if we use Random.Range
, passing 0
and the count of all level prefabs, we have at our disposal a random integer number. We can use this number as an index from the levelPrefabs
list. This is exactly what we are doing in line 33
.
Great! Now we know how to generate a random number to help us pick the right levelPrefab
to copy and add to the level.