// Use this for initialization public void setrand(bool[] pattern)//9要素 { patternset p0 = triup.GetComponent <patternset>(); patternset p1 = trileft.GetComponent <patternset>(); patternset p2 = triright.GetComponent <patternset>(); int rand = UnityEngine.Random.Range(0, 6);//0~3を生成 switch (rand) { case 0: p0.set(new bool[] { pattern[0], pattern[1], pattern[2] }); p1.setrand(new bool[] { pattern[3], pattern[4], pattern[5] }); p2.setrand(new bool[] { pattern[6], pattern[7], pattern[8] }); break; case 1: p0.setrand(new bool[] { pattern[0], pattern[1], pattern[2] }); p1.set(new bool[] { pattern[3], pattern[4], pattern[5] }); p2.setrand(new bool[] { pattern[6], pattern[7], pattern[8] }); break; case 2: p0.setrand(new bool[] { pattern[0], pattern[1], pattern[2] }); p1.setrand(new bool[] { pattern[3], pattern[4], pattern[5] }); p2.set(new bool[] { pattern[6], pattern[7], pattern[8] }); break; case 3: //完全ランダム p0.setrand(new bool[] { pattern[0], pattern[1], pattern[2] }); p1.setrand(new bool[] { pattern[3], pattern[4], pattern[5] }); p2.setrand(new bool[] { pattern[6], pattern[7], pattern[8] }); break; case 4: //完全ランダム p0.setrand(new bool[] { pattern[0], pattern[1], pattern[2] }); p1.setrand(new bool[] { pattern[3], pattern[4], pattern[5] }); p2.setrand(new bool[] { pattern[6], pattern[7], pattern[8] }); break; case 5: //完全ランダム p0.setrand(new bool[] { pattern[0], pattern[1], pattern[2] }); p1.setrand(new bool[] { pattern[3], pattern[4], pattern[5] }); p2.setrand(new bool[] { pattern[6], pattern[7], pattern[8] }); break; } }
public void setallrand(bool[] pattern)//9要素 { patternset p0 = triup.GetComponent <patternset>(); patternset p1 = trileft.GetComponent <patternset>(); patternset p2 = triright.GetComponent <patternset>(); p0.setrand(new bool[] { pattern[0], pattern[1], pattern[2] }); p1.setrand(new bool[] { pattern[3], pattern[4], pattern[5] }); p2.setrand(new bool[] { pattern[6], pattern[7], pattern[8] }); }
void triset()//三角形の再配置 { //正解の配置 patternset p0 = triangleup.GetComponent <patternset>(); //スコアを取得 patternset p1 = triangleleft.GetComponent <patternset>(); //スコアを取得 patternset p2 = triangleright.GetComponent <patternset>(); //スコアを取得 switch (targetpos) { case 0: p0.set(pattern); break; case 1: p1.set(pattern); break; case 2: p2.set(pattern); break; } //不正解の配置 switch (hazurepos) { case 0: p0.setrand(pattern); p0.kinsoku(pattern); break; case 1: p1.setrand(pattern); p1.kinsoku(pattern); break; case 2: p2.setrand(pattern); p2.kinsoku(pattern); break; } }