public List <int[, ]> GetListMatrix() { List <int[, ]> Matrixs = new List <int[, ]>(); for (int i = 0; i < StringMatrix.Count; i++) { Matrixs.Add(CtrlData.ConverStringToMatrix(StringMatrix[i])); } return(Matrixs); }
public void ProcessAllType(TypeShape type) { string space = "\n"; int[,] matrix = CtrlData.GetMatrixShapeType(type); int roll = CtrlData.CountRoll(type); string Type_Shape = "TypeShape : " + type.ToString(); ReadFile.WriteString(Type_Shape); ReadFile.WriteString_Positon(Type_Shape); Type_Shape += space; if (TypeShape.square == type) { roll = 1; } for (int i = 0; i < roll; i++) { string Roll = ""; ReadFile.WriteString(Roll); string key = "ROLL : " + i + " " + type.ToString(); Debug.Log(key); if (TypeShape.square != type) { Process_1(CtrlData.ConverStringToMatrix(CtrlData.Ins.GetSimulateRoll(type, i)), key); } else { int[,] square = new int[2, 2] { { 1, 1 }, { 1, 1 } }; Process_1(square, key); } } }
private void Awake() { if (Ins != null) { Destroy(gameObject); } else { Ins = this; } ShapeType.Add(Cube_Cross_1); //0 ShapeType.Add(Cube_Cross_2); //1 ShapeType.Add(Cube_Cross_3); //2 ShapeType.Add(Cube_Cross_4); //3 ShapeType.Add(Cube_L4_0); //4 ShapeType.Add(Cube_L4_90); //5 ShapeType.Add(Cube_Quare); //6 ShapeType.Add(Cube_3); //7 ShapeType.Add(Cube_L3_0); //8 ShapeType.Add(Cube_L3_90); //9 GenerateShape(); InitKey(); }