public void Room(Evaluation.Room room, Evaluation.Direction direction, int[] norma_luck, int advaice_mode) { if (advaice_mode == 0) { Door_Window(new Vector3(-7, -7.5f, 0), new Vector3(5.5f, 3.5f, 0), true, true); } else if (advaice_mode == 1) { Door_Window(new Vector3(7, 3.5f, 0), new Vector3(-9, -4, 0), true, false); } else if (advaice_mode == 2) { Door_Window(new Vector3(-9.5f, -5, 0), new Vector3(9.5f, 0, 0), false, false); } else if (advaice_mode == 3) { Door_Window(new Vector3(9.5f, 1.5f, 0), new Vector3(-9.5f, -4, 0), true, true); } else if (advaice_mode == 4) { Door_Window(new Vector3(7.5f, 4, 0), new Vector3(-5, -7.5f, 0), false, false); } Grid_Manager.Instantiate(advaice_mode); Evaluation.Init(room, direction, norma_luck, advaice_mode, furniture_grid_); }
public void Room(Evaluation.Room room, Evaluation.Direction direction, int[] norma_luck, int advaice_mode) { //AddFurniture(0, 1, new Vector3(-4.0f, -1.0f, 0)); //AddFurniture(1, 1, new Vector3(3.0f, 1.0f, 0)); //AddFurniture(2, 1, new Vector3(4.0f, -3.0f, 0)); //AddFurniture(3, 1, new Vector3(0.0f, 1.0f, 0)); //AddFurniture(7, 1, new Vector3(7.0f, 1.0f, 0)); //AddFurniture(8, 1, new Vector3(1.5f, -5.5f, 0)); //AddFurniture(9, 1, new Vector3(6.5f, -3.0f, 0)); //for (int i = 0; i < furniture_grid_.Count; i++) //{ // furniture_direction(furniture_grid_[i], new Vector3(0.0f, 0.0f, 0)); //} Evaluation.Init(room, direction, norma_luck, advaice_mode, furniture_grid_, Grid_Manager); }
// コルーチン private IEnumerator Wait(int id) { yield return(new WaitForSeconds(1.0f)); NextGallery_level(); //ScrollList_level.horizontalNormalizedPosition = 0; result.SetActive(true); room[ID_level].SetActive(true); advaice_mode_ = ID_level; string compass_string = ""; int ID_compass = Random.Range(0, 8); if (ID_compass == 0) { temp_compass = Evaluation.Direction.North; compass_string = "北"; } else if (ID_compass == 1) { temp_compass = Evaluation.Direction.NorthEast; compass_string = "北東"; } else if (ID_compass == 2) { temp_compass = Evaluation.Direction.East; compass_string = "東"; } else if (ID_compass == 3) { temp_compass = Evaluation.Direction.SouthEast; compass_string = "南東"; } else if (ID_compass == 4) { temp_compass = Evaluation.Direction.South; compass_string = "南"; } else if (ID_compass == 5) { temp_compass = Evaluation.Direction.SouthWest; compass_string = "南西"; } else if (ID_compass == 6) { temp_compass = Evaluation.Direction.West; compass_string = "西"; } else if (ID_compass == 7) { temp_compass = Evaluation.Direction.NorthWest; compass_string = "北西"; } int ID_room = Random.Range(0, 3); string room_string = ""; if (ID_room == 0) { temp_room = Evaluation.Room.Bedroom; room_string = "寝室"; } else if (ID_room == 1) { temp_room = Evaluation.Room.Workroom; room_string = "仕事部屋"; } else if (ID_room == 2) { temp_room = Evaluation.Room.Living; room_string = "リビング"; } //else if (ID_room == 3) //{ // temp_room = Evaluation.Room.Kitchen; // room_string = "台所"; //} //else if (ID_room == 4) //{ // temp_room = Evaluation.Room.Bathroom; // room_string = "浴室"; //} result.transform.Find("compass&room").gameObject.GetComponent <Text>().text = "「方角」" + compass_string + ", 「部屋」" + room_string; }
public void set_direction(Evaluation.Direction dir) { direction = dir; }