Grid/Base/RandomMaterials.cs
using System;
using System.Collections.Generic;
using System.Text;
namespace Sandbox.Grid.Base
{
struct RandomMaterials
{
public List<string> WallMaterials { get; private set; } = [];
public List<string> FloorMaterials { get; private set; } = [];
public RandomMaterials()
{
//medieval
//wallMaterials.Add("materials/hotspots/concrete_a_wetmoss_hs.vmat");
WallMaterials.Add("materials/bowiebricks.vmat");
WallMaterials.Add("materials/stone/stonewall02_old.vmat");
//modern
//wallMaterials.Add("materials/trimsheets/concrete/concrete_trim_damaged_blend_02.vmat");
//wallMaterials.Add("assets/materials/concrete_layers/concrete_layers.vmat");
//medieval
FloorMaterials.Add("materials/default/pebles/stonepath.vmat");
//floorMaterials.Add("materials/wood/floor/wooden_flooring_a.vmat");
//modern
//floorMaterials.Add("materials/concrete/damage/concrete_damaged.vmat");
//floorMaterials.Add("materials/generic/wire_cage_b_painted.vmat");
//wallMaterials.Add("materials/trimsheets/metal/metal_trim_01.vmat");
//wallMaterials.Add("materials/trimsheets/metal/metal_trim_clean.vmat");
//wallMaterials.Add("models/sbox_props/security_shutter/security_shutter_indoor.vmat");
//bad
//floorMaterials.Add("materials/generic/floor_steel_diamond_plate_a.vmat");
}
public string GetRandomWallMaterial()
{
var random = new Random();
int index = random.Next(WallMaterials.Count);
return WallMaterials[index];
}
public string GetRandomFloorMaterial()
{
var random = new Random();
int index = random.Next(FloorMaterials.Count);
return FloorMaterials[index];
}
}
}