void EasyHardRotation(RotationEasyHard easyHard) { switch (easyHard) { case RotationEasyHard.Continuous_1: print("Continuous ==> " + rotationSpeed[0] + " secs"); StartCoroutine(coContinuous(rotationSpeed[0])); break; case RotationEasyHard.Continuous_2: print("Continuous ==> " + rotationSpeed[1] + " secs"); StartCoroutine(coContinuous(rotationSpeed[1])); break; case RotationEasyHard.SlowInSlowOut: print("Stop And Go Slow In Slow Out ==> " + rotationSpeed[2] + " secs"); StartCoroutine(coSlowInSlowOut(rotationSpeed[2], 0, true, false)); break; case RotationEasyHard.SlowInSlowOut_3: print("Stop And Go Slow In Slow Out After 3 Rounds ==> " + rotationSpeed[3] + " secs"); StartCoroutine(coSlowInSlowOut(rotationSpeed[3], 3, true, false)); break; case RotationEasyHard.ReverseSlowInSlowOut: print("Stop And Reverse Slow In Slow Out ==> " + rotationSpeed[4] + " secs"); StartCoroutine(coSlowInSlowOut(rotationSpeed[4], 0, true, true)); break; case RotationEasyHard.Rotate_90_Reverse_180: print("90 Forward 180 Reverse ==> " + rotationSpeed[10] + " secs"); StartCoroutine(coReverseAtAngle(rotationSpeed[10], forwardBackwardAngles[10].x, forwardBackwardAngles[10].y, (int)forwardBackwardAngles[10].z, false, false)); break; case RotationEasyHard.Rotate_45_Reverse_90: print("45 Forward 90 Reverse ==> " + rotationSpeed[11] + " secs"); StartCoroutine(coReverseAtAngle(rotationSpeed[11], forwardBackwardAngles[11].x, forwardBackwardAngles[11].y, (int)forwardBackwardAngles[11].z, false, false)); break; case RotationEasyHard.Rotate_45_Reverse_90_SlowInSlowOut: print("45 Forward 90 Reverse Slow In Slow Out ==> " + rotationSpeed[12] + " secs"); StartCoroutine(coReverseAtAngle(rotationSpeed[12], forwardBackwardAngles[12].x, forwardBackwardAngles[12].y, (int)forwardBackwardAngles[12].z, true, false)); break; case RotationEasyHard.Rotate_30_Reverse_150: print("45 Forward 90 Reverse Slow In Slow Out ==> " + rotationSpeed[13] + " secs"); StartCoroutine(coReverseAtAngle(rotationSpeed[13], forwardBackwardAngles[13].x, forwardBackwardAngles[13].y, (int)forwardBackwardAngles[13].z, false, false)); break; default: break; } }
void SetRotationOfBoard(Difficulty difficulty) { switch (difficulty) { case Difficulty.Easy: RotationEasy rotationE = (RotationEasy)Random.Range(0, (int)RotationEasy.Max); EasyRotation(rotationE); break; case Difficulty.EasyMedium: RotationEasyMedium rotationEM = (RotationEasyMedium)Random.Range(0, (int)RotationEasyMedium.Max); EasyMediumRotation(rotationEM); break; case Difficulty.Medium: RotationMedium rotationM = (RotationMedium)Random.Range(0, (int)RotationMedium.Max); MediumRotaion(rotationM); break; case Difficulty.MediumHard: RotationMediumHard rotationMH = (RotationMediumHard)Random.Range(0, (int)RotationMediumHard.Max); MediumHardRotation(rotationMH); break; case Difficulty.Hard: RotationHard rotationH = (RotationHard)Random.Range(0, (int)RotationHard.Max); HardRotation(rotationH); break; case Difficulty.EasyHard: RotationEasyHard rotationEH = (RotationEasyHard)Random.Range(0, (int)RotationEasyHard.Max); EasyHardRotation(rotationEH); break; case Difficulty.Bonus: //Test easy rotTION RotationEasy rotationB = (RotationEasy)Random.Range(0, (int)RotationEasy.Max); EasyRotation(rotationB); break; default: break; } }