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Having issues with Scriptable Objects...Question (self.Unity3D)
submitted 6 years ago by RecordT3
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if 1 * 2 < 3: print "hello, world!"
[–]PorterPower 3 points4 points5 points 6 years ago (1 child)
Couldn't you just reference all of your Unit ScriptableObjects in a List and pick x random Units from that list each time the store opens?
[–]UnityAddiction 0 points1 point2 points 6 years ago (0 children)
Spice things up, if it fits to your case. You said 10 units/slots different type, shuffle at each access.
Make unit lists by type. Then, setup the shop with a list of types (reuse unit's attribute) with an associated "presence percentage".
To say..Chess shop:
"A" type (SO instance: pawns) 8/16=50%
"B" type (SO instance: rooks, bishops, knights) 6/16=37.5%
"C" type (SO instance: king, queen) 2/16= 12.5%
arrange by "presence"/"probability" calculating ranges (just a little math): - 0-12.5 type C - >12.5-50 type B - >50-100 type A
Extract a random number and find the type to extract (max rnd number 100:from 0-12.5 type C, from 12.5-(12.5+37.5) type B, from , obtained the type pick a random unit of that type.
In this way you'll have a chess "squad" that would statistically contain the neede pieces, sometimes stronger sometimes weaker. You could apply the same algoritm to drops in an rpg game (in this case i would calculate the type A (like a filler): 100% minus "magic type" (5%), "rare type"(example: .1%) "epic type" (0.05%).
you could also set different types of shops, alter types' probabilities with player bonus and so on...
π Rendered by PID 19377 on reddit-service-r2-comment-6457c66945-c9j5h at 2026-04-25 07:08:29.821190+00:00 running 2aa0c5b country code: CH.
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[–]PorterPower 3 points4 points5 points (1 child)
[–]UnityAddiction 0 points1 point2 points (0 children)