コード例 #1
0
    public void set(bool[] pattern)
    {
        patternset p0 = triup.GetComponent <patternset>();
        patternset p1 = trileft.GetComponent <patternset>();
        patternset p2 = triright.GetComponent <patternset>();

        p0.set(new bool[] { pattern[0], pattern[1], pattern[2] });
        p1.set(new bool[] { pattern[3], pattern[4], pattern[5] });
        p2.set(new bool[] { pattern[6], pattern[7], pattern[8] });
    }
コード例 #2
0
    // 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;
        }
    }
コード例 #3
0
ファイル: Flicked_1.cs プロジェクト: KMproduction/Ohayou
    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;
        }
    }
コード例 #4
0
    //40回目限定
    public bool firstmove(int goal)
    {
        ScoreHolder  d_score = scriptbox.GetComponent <ScoreHolder>();  //スコアを取得
        SE_container se      = scriptbox.GetComponent <SE_container>(); //スコアを取得
        bool         hantei  = false;                                   //
                                                                        // var lefttri = new Vector3(-0.2166f, -0.125f, -1);
                                                                        //データの引き継ぎ
        Flicked_1 f1 = scriptbox.GetComponent <Flicked_1>();

        targetpos = f1.targetpos;
        nowpos    = f1.nowpos;
        hazurepos = f1.hazurepos;
        Debug.Log("OK");
        if (goal == targetpos)//正解
        {
            before_edge.SetActive(false);
            after_edge.SetActive(true);

            hantei = true;//


            patternset p0 = childup.GetComponent <patternset>();    //スコアを取得
            patternset p1 = childleft.GetComponent <patternset>();  //スコアを取得
            patternset p2 = childright.GetComponent <patternset>(); //スコアを取得
            patternset px = childnow.GetComponent <patternset>();


            //次段階の登場 pattern は無事埋まりました
            pattern = new bool[9];

            //15秒以上待つとおかしくなる問題はこれで解決するしかない!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
            switch (nowpos)
            {
            case 0:
                //  Array.Copy(px.statusback(), pattern, 3);
                p0.set(px.statusback());
                break;

            case 1:
                //  Array.Copy(px.statusback(), 0, pattern, 3, 3);
                p1.set(px.statusback());
                break;

            case 2:
                // Array.Copy(px.statusback(), 0, pattern, 6, 3);
                p2.set(px.statusback());
                break;
            }

            Array.Copy(p0.statusback(), pattern, 3);
            Array.Copy(p1.statusback(), 0, pattern, 3, 3);
            Array.Copy(p2.statusback(), 0, pattern, 6, 3);



            for (int i = 0; i < 9; i++)
            {
                Debug.Log(pattern[i]);
            }


            //Debug.Log(pattern[0] + "," + pattern[1] + "," + pattern[2]);
            triangleup.SetActive(true);
            triangleleft.SetActive(true);
            triangleright.SetActive(true);
            rectTran.DOScale(0.5f, 0.1f);


            switch (nowpos)
            {
            case 0:
                p1.colorchange();
                p2.colorchange();
                break;

            case 1:
                p2.colorchange();
                p0.colorchange();
                break;

            case 2:
                p0.colorchange();
                p1.colorchange();
                break;
            }
            move(goal);//
        }
        else
        {
            var uptri    = new Vector3(0, 0.25f, -5);            //
            var lefttri  = new Vector3(-0.2166f, -0.125f, -5);   //
            var righttri = new Vector3(0.2166f, -0.125f, -5);    //
            GetComponent <AudioSource>().PlayOneShot(se.hazure); //効果音を鳴らす
            d_score.left_jiki--;
            d_score.miss();
            var sequence = DOTween.Sequence();
            //追加部分
            switch (goal)
            {
            case 0:
                switch (nowpos)
                {
                case 0:
                    break;

                case 1:
                    sequence.Append(IrectTran.DOLocalMove(uptri, 0.1f));
                    sequence.Append(IrectTran.DOLocalMove(lefttri, 0.05f));
                    break;

                case 2:
                    sequence.Append(IrectTran.DOLocalMove(uptri, 0.1f));
                    sequence.Append(IrectTran.DOLocalMove(righttri, 0.05f));
                    break;
                }
                break;

            case 1:
                switch (nowpos)
                {
                case 0:
                    sequence.Append(IrectTran.DOLocalMove(lefttri, 0.1f));
                    sequence.Append(IrectTran.DOLocalMove(uptri, 0.05f));
                    break;

                case 1:
                    break;

                case 2:
                    sequence.Append(IrectTran.DOLocalMove(lefttri, 0.1f));
                    sequence.Append(IrectTran.DOLocalMove(righttri, 0.05f));
                    break;
                }
                break;

            case 2:
                switch (nowpos)
                {
                case 0:
                    sequence.Append(IrectTran.DOLocalMove(righttri, 0.1f));
                    sequence.Append(IrectTran.DOLocalMove(uptri, 0.05f));
                    break;

                case 1:
                    sequence.Append(IrectTran.DOLocalMove(righttri, 0.1f));
                    sequence.Append(IrectTran.DOLocalMove(lefttri, 0.05f));
                    break;

                case 2:
                    break;
                }

                break;
            }
        }
        return(hantei); //
    }