Hello there!
I have 2 arrays in my code:
@editable DiscArray : []prop_manipulator_device = array{}
@editable DiscButtonArray:[]button_device=array{}
The button array is attached to the DiscArray, so like if I want to show up the DiscArray with an index of 0, it also enables a button out of the array with the index 0 & so on.
Currently the code works like, if there are for example 2 players there will spawn 1 disc & if there would be like 4 players it would spawn 3 discs, but currently it’s just showing the same disc’s over & over again, but I want it to choose a random index of the DiscArray & show it up.
Does anybody have an idea how I can implement it into this code? Here’s also the functions for the Discs:
HideAllDiscProps():void=
for(Index := 0..DiscArray.Length-1):
if(L_Disc:=DiscArray[Index]):
L_Disc.HideProps()
if(L_Button:=DiscButtonArray[Index]):
L_Button.Disable()
InitDefaultDiscArray():void=
for(Index := 0..DiscArray.Length-1):
set DefaultDiscIndexes = DefaultDiscIndexes + array{Index}
SpawnDiscs(InDiscsToSpawn:int):void=
set UnusedDiscs = DefaultDiscIndexes
Shuffle(UnusedDiscs)
for(Index := 0..UnusedDiscs.Length-1):
if(L_DiscIndex:int = UnusedDiscs[Index]):
Print("Wants to show Disc {L_DiscIndex}")
if(L_Disc:=DiscArray[L_DiscIndex]):
if(Index<InDiscsToSpawn-1):
L_Disc.ShowProps()
Print("Showing Disc {L_DiscIndex}")
if(Button:=DiscButtonArray[L_DiscIndex]):
Button.Enable()
else:
L_Disc.HideProps()
else:
Print("Wants to show Disc {L_DiscIndex}, but that element index is invalid.")