Before the game starts, the player has 5 preferences, a b c d and e, and he can enable and disable as many as he wants. For example
a - enabled
b - disabled
c- enabled
d - enabled
e - disabled
When the player enters a trigger, a random preference (a b c d or e) is chosen. If the preference is disabled, this preference won’t be put into the random choice. Since there are so many different combinations the user can have, is there a simple way to do this other than writing out every single possible combination that the user may have chosen? I know I will use ontriggerenter and Random.Range, but not sure where to go from there
Thanks