void EasyMediumRotation(RotationEasyMedium easyMedium) { switch (easyMedium) { case RotationEasyMedium.Continuous_1: print("Continuous ==> " + rotationSpeed[0] + " secs"); StartCoroutine(coContinuous(rotationSpeed[0])); break; case RotationEasyMedium.Continuous_2: print("Continuous ==> " + rotationSpeed[1] + " secs"); StartCoroutine(coContinuous(rotationSpeed[1])); break; case RotationEasyMedium.SlowInSlowOut: print("Stop And Go Slow In Slow Out ==> " + rotationSpeed[2] + " secs"); StartCoroutine(coSlowInSlowOut(rotationSpeed[2], 0, true, false)); break; case RotationEasyMedium.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 RotationEasyMedium.ReverseSlowInSlowOut: print("Stop And Reverse Slow In Slow Out ==> " + rotationSpeed[4] + " secs"); StartCoroutine(coSlowInSlowOut(rotationSpeed[4], 0, true, true)); break; case RotationEasyMedium.StopAndGo: print("Stop and Go ==> " + rotationSpeed[5] + " secs"); StartCoroutine(coSlowInSlowOut(rotationSpeed[5], 0, false, false)); break; case RotationEasyMedium.StopAndReverse: print("Stop and Reverse ==> " + rotationSpeed[6] + " secs"); StartCoroutine(coSlowInSlowOut(rotationSpeed[6], 0, false, true)); break; case RotationEasyMedium.Rotate_180_Reverse: print("180 Forward 360 Reverse ==> " + rotationSpeed[7] + " secs"); StartCoroutine(coReverseAtAngle(rotationSpeed[7], forwardBackwardAngles[7].x, forwardBackwardAngles[7].y, (int)forwardBackwardAngles[7].z, false, false)); break; case RotationEasyMedium.Rotate_180_StopAndGo: print("180 Stop And Go ==> " + rotationSpeed[8] + " secs"); StartCoroutine(coReverseAtAngle(rotationSpeed[8], forwardBackwardAngles[8].x, forwardBackwardAngles[8].y, (int)forwardBackwardAngles[8].z, false, true)); break; case RotationEasyMedium.Rotate_90_Reverse_180_SlowInSlowOut: print("180 Forward 360 Reverse Slow In Slow Out ==> " + rotationSpeed[9] + " secs"); StartCoroutine(coReverseAtAngle(rotationSpeed[9], forwardBackwardAngles[9].x, forwardBackwardAngles[9].y, (int)forwardBackwardAngles[9].z, true, 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; } }