Пример #1
0
                public Scenario GenerateScenario()
                {
                    var role1 = RoleValue.FromRandom();
                    var role2 = RoleValue.FromRandom(role1);
                    var role3 = RoleValue.FromRandom(role1, role2);

                    return(Scenario.Lose(new RoleSet(role1, role2, role3)));
                }
Пример #2
0
                public Scenario GenerateScenario()
                {
                    //リーチする役を決定
                    RoleValue reachRole = RoleValue.FromRandom();
                    //外れる役を決定
                    RoleValue loseRole = RoleValue.FromRandom(reachRole);

                    //リーチ後に当たるかはずれるかを決定
                    bool isWin = UnityEngine.Random.value < reachToWinProbability;

                    //リーチ後の確定役を決定
                    RoleValue afterReachRole;

                    //あたりなら揃える
                    if (isWin)
                    {
                        afterReachRole = reachRole;
                    }
                    //ハズレならその前の役にする
                    else
                    {
                        afterReachRole = reachRole.Previous;
                    }

                    //はずれる位置を決定
                    switch (UnityEngine.Random.Range(0, 3))
                    {
                    case 0:
                        return(Scenario.Reach(new RoleSet(loseRole, reachRole, reachRole), afterReachRole));

                    case 1:
                        return(Scenario.Reach(new RoleSet(reachRole, loseRole, reachRole), afterReachRole));

                    case 2:
                        return(Scenario.Reach(new RoleSet(reachRole, reachRole, loseRole), afterReachRole));

                    default:
                        throw new Exception("リーチの位置を決定できませんでした");
                    }
                }
Пример #3
0
 public Scenario GenerateScenario()
 {
     return(Scenario.DirectWin(RoleValue.FromRandom()));
 }