private void SpawnNextQubit() { _currentQubit = Instantiate(_instanciableQubit, _spawnPoint.position, _spawnPoint.rotation); _currentQubit.position.y = _boardSize.y; _currentQubit.MoveHorizontal(_boardSize.x / 2); QuBit q = _currentQubit.GetComponent <QuBit>(); float rnd1 = UnityEngine.Random.value; float rnd2 = UnityEngine.Random.value; float rnd3 = UnityEngine.Random.value; Debug.Log($"{rnd1} {rnd2} {rnd3}"); if (rnd1 > 0.5) { q.ApplyGate(_gatesList.quGatesList[0]); } else if (rnd2 > 0.5f) { q.ApplyGate(_gatesList.quGatesList[2]); if (rnd3 > 0.5f) { q.ApplyGate(_gatesList.quGatesList[1]); } } }
void Start() { quBit = GetComponent <QuBit>(); startRotation = axis.transform.rotation; }
void Start() { quBit = GetComponent <QuBit>(); }