//最終影響マップ生成 private void Mapping() { MapMatrix enemyMap = new MapMatrix { map = EnemyMapping(), coefficient = enemyCoefficient }; MapMatrix itemMap = new MapMatrix { map = ItemMapping(), coefficient = itemCoefficient }; switch (fusionSwitch) { case 0: map = influenceMap.WeightedAverage(new List <MapMatrix> { enemyMap, itemMap }); break; case 1: map = influenceMap.Ceiling(new List <MapMatrix> { enemyMap, itemMap }); break; case 2: map = influenceMap.Floor(new List <MapMatrix> { enemyMap, itemMap }); break; default: map = new float[mapRange.x, mapRange.y]; break; } influenceMap.MatrixOperate((xcount, ycount) => { if (terrains[xcount, ycount].GetComponent <Renderer>().material.color != Color.gray) { terrains[xcount, ycount].GetComponent <Renderer>().material.color = new Color(map[xcount, ycount], 0, 0); terrains[xcount, ycount].transform.GetChild(0).GetChild(0).GetComponent <Text>().text = map[xcount, ycount].ToString("f3"); } }); }