예제 #1
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;
        }
    }
예제 #2
0
    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] });
    }
예제 #3
0
    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;
        }
    }