using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MaterialAssignerScript : MonoBehaviour
{
public List<GameObject> smallCubes = new List<GameObject>() { };
public Material red, blue, pink, green, yellow, orange;
private void Start()
{
for (int i = 0; i < 3; i++)
{
int removeDecider = Random.Range(0, smallCubes.Count);
Destroy(smallCubes[removeDecider].gameObject);
smallCubes.Remove(smallCubes[removeDecider]);
}
int red1 = 0;
int blue1 = 0;
int pink1 = 0;
int green1 = 0;
int yellow1 = 0;
int orange1 = 0;
for (int i = 0; i < smallCubes.Count; i++)
{
bool tOrF = false;
Material finalMaterial = red;
while(tOrF == false)
{
int decider = Random.Range(0, 6);
if(decider == 0)
{
if(red1 < 3)
{
finalMaterial = red;
red1++;
tOrF = true;
}
}
else if (decider == 1)
{
if (blue1 < 3)
{
finalMaterial = blue;
blue1++;
tOrF = true;
}
}
else if (decider == 2)
{
if (pink1 < 3)
{
finalMaterial = pink;
pink1++;
tOrF = true;
}
}
else if (decider == 3)
{
if (green1 < 3)
{
finalMaterial = green;
green1++;
tOrF = true;
}
}
else if (decider == 4)
{
if (yellow1 < 3)
{
finalMaterial = yellow;
yellow1++;
tOrF = true;
}
}
else if (decider == 5)
{
if (orange1 < 3)
{
finalMaterial = orange;
orange1++;
tOrF = true;
}
}
}
smallCubes[i].GetComponent<Renderer>().material = finalMaterial;
}
}
}