void Start() { //jsonの初回ロード json = File.ReadAllText(Application.persistentDataPath + "/data.json");//読み取ってるよ savedata sv = new savedata(); json = encryption.DecryptString(json); JsonUtility.FromJsonOverwrite(json, sv);//読み取ったのを変換してるよ jiki = sv._jiki; //jiki = 10; //ここから if (jikimat = Resources.Load <Material>("Materials/no" + jiki)) { firsttriangle.GetComponent <SpriteRenderer>().material = jikimat; Debug.Log(jiki + "じゃん"); matFound = true; } else { jikispr = Resources.Load <Sprite>("Materials/no" + jiki); firsttriangle.GetComponent <SpriteRenderer>().sprite = jikispr; Debug.Log("ないじゃn"); } //ここまで //自機色決定 // mycolor = new Color(0, 1, 1, 1); // //自機色決定 // mycolor = new Color(0, 1, 1, 1); // aroundcolor = new Color(1, 0, 1, 1); firsttriangle.GetComponent <SpriteRenderer>().color = mycolor; firsttriangle.GetComponent <SpriteRenderer>().color = mycolor; //周りの色決定 patternset pm = BigTriangleNOW.GetComponent <patternset>(); relay pmm = BigBigTriangleNOW.GetComponent <relay>(); relay1 pmmm = BigBigBigTriangleNOW.GetComponent <relay1>(); relay1 pup = Triup_third.GetComponent <relay1>(); relay1 pleft = Trileft_third.GetComponent <relay1>(); relay1 pright = Triright_third.GetComponent <relay1>(); pm.aroundcolorchange(); pmm.aroundcolorchange(); pmmm.aroundcolorchange(); pup.aroundcolorchange(); pleft.aroundcolorchange(); pright.aroundcolorchange(); SE_container se = scriptbox.GetComponent <SE_container>();//スコアを取得 se.SEswitch(sv._sound); se.BGMswitch(sv._BGM); }
public void colorchange() { relay p0 = triup.GetComponent <relay>(); relay p1 = trileft.GetComponent <relay>(); relay p2 = triright.GetComponent <relay>(); p0.colorchange(); p1.colorchange(); p2.colorchange(); }
public void set(bool[] pattern) { relay p0 = triup.GetComponent <relay>(); relay p1 = trileft.GetComponent <relay>(); relay p2 = triright.GetComponent <relay>(); p0.set(new bool[] { pattern[0], pattern[1], pattern[2], pattern[3], pattern[4], pattern[5], pattern[6], pattern[7], pattern[8] }); p1.set(new bool[] { pattern[9], pattern[10], pattern[11], pattern[12], pattern[13], pattern[14], pattern[15], pattern[16], pattern[17] }); p2.set(new bool[] { pattern[18], pattern[19], pattern[20], pattern[21], pattern[22], pattern[23], pattern[24], pattern[25], pattern[26] }); }
public ActionResult setQueueLimit(relay relay) { if (ModelState.IsValid) { var relayForSetQueue = db.relay.Where(x => x.relayID == relay.relayID).FirstOrDefault(); relayForSetQueue.queueLimit = relay.queueLimit; ViewBag.success = "Successfully update the relay(" + relay.relayIP + ")"; db.SaveChanges(); } return(PartialView("_ChangeQueuePartial", relay)); }
public bool[] statusback() { relay p0 = triup.GetComponent <relay>(); relay p1 = trileft.GetComponent <relay>(); relay p2 = triright.GetComponent <relay>(); bool[] statusall = new bool[27]; Array.Copy(p0.statusback(), statusall, 9); Array.Copy(p1.statusback(), 0, statusall, 9, 9); Array.Copy(p2.statusback(), 0, statusall, 18, 9); return(statusall); }
void triset()//三角形の再配置 { //正解の配置 relay q0 = triangleup.GetComponent <relay>(); //スコアを取得 relay q1 = triangleleft.GetComponent <relay>(); //スコアを取得 relay q2 = triangleright.GetComponent <relay>(); //スコアを取得 switch (targetpos) { case 0: q0.set(pattern); break; case 1: q1.set(pattern); break; case 2: q2.set(pattern); break; } //不正解の配置 switch (hazurepos) { case 0: q0.setrand(pattern); while (q0.kinsoku(pattern)) { q0.setrand(pattern); } break; case 1: q1.setrand(pattern); while (q1.kinsoku(pattern)) { q1.setrand(pattern); } break; case 2: q2.setrand(pattern); while (q2.kinsoku(pattern)) { q2.setrand(pattern); } break; } }
// GET: Store/Details/5 public ActionResult Details(int?id) { if (id == null) { return(new HttpStatusCodeResult(HttpStatusCode.BadRequest)); } relay relay = db.relay.Find(id); if (relay == null) { return(HttpNotFound()); } return(View(relay)); }
public ActionResult SetRelayActive(int relayId, bool isActive) { relay relay = db.relay.Find(relayId); if (relay == null) { return(HttpNotFound()); } relay.isActive = isActive; db.SaveChanges(); return(null); }
public bool relayIPOkay(relay relayToCheck) { var stores = db.store.Where(x => x.storeIP == relayToCheck.relayIP); if (stores.Count() == 0) { var relays = db.relay.Where(x => x.relayIP == relayToCheck.relayIP); if (relays.Count() == 0) { return(true); } return(false); } return(false); }
public void colorReset() { patternset pm = BigTriangleNOW.GetComponent <patternset>(); relay pmm = BigBigTriangleNOW.GetComponent <relay>(); relay1 pmmm = BigBigBigTriangleNOW.GetComponent <relay1>(); relay1 pup = Triup_third.GetComponent <relay1>(); relay1 pleft = Trileft_third.GetComponent <relay1>(); relay1 pright = Triright_third.GetComponent <relay1>(); pm.aroundcolorchange(); pmm.aroundcolorchange(); pmmm.aroundcolorchange(); pup.aroundcolorchange(); pleft.aroundcolorchange(); pright.aroundcolorchange(); }
// Use this for initialization public void setrand(bool[] pattern)//27要素 { relay p0 = triup.GetComponent <relay>(); relay p1 = trileft.GetComponent <relay>(); relay p2 = triright.GetComponent <relay>(); int rand = UnityEngine.Random.Range(0, 5);//0~3を生成 switch (rand) { case 0: p0.set(new bool[] { pattern[0], pattern[1], pattern[2], pattern[3], pattern[4], pattern[5], pattern[6], pattern[7], pattern[8] }); p1.setallrand(new bool[] { pattern[9], pattern[10], pattern[11], pattern[12], pattern[13], pattern[14], pattern[15], pattern[16], pattern[17] }); p2.setallrand(new bool[] { pattern[18], pattern[19], pattern[20], pattern[21], pattern[22], pattern[23], pattern[24], pattern[25], pattern[26] }); break; case 1: p0.setallrand(new bool[] { pattern[0], pattern[1], pattern[2], pattern[3], pattern[4], pattern[5], pattern[6], pattern[7], pattern[8] }); p1.set(new bool[] { pattern[9], pattern[10], pattern[11], pattern[12], pattern[13], pattern[14], pattern[15], pattern[16], pattern[17] }); p2.setallrand(new bool[] { pattern[18], pattern[19], pattern[20], pattern[21], pattern[22], pattern[23], pattern[24], pattern[25], pattern[26] }); break; case 2: p0.setallrand(new bool[] { pattern[0], pattern[1], pattern[2], pattern[3], pattern[4], pattern[5], pattern[6], pattern[7], pattern[8] }); p1.setallrand(new bool[] { pattern[9], pattern[10], pattern[11], pattern[12], pattern[13], pattern[14], pattern[15], pattern[16], pattern[17] }); p2.set(new bool[] { pattern[18], pattern[19], pattern[20], pattern[21], pattern[22], pattern[23], pattern[24], pattern[25], pattern[26] }); break; case 3: //完全ランダム p0.setallrand(new bool[] { pattern[0], pattern[1], pattern[2], pattern[3], pattern[4], pattern[5], pattern[6], pattern[7], pattern[8] }); p1.setallrand(new bool[] { pattern[9], pattern[10], pattern[11], pattern[12], pattern[13], pattern[14], pattern[15], pattern[16], pattern[17] }); p2.setallrand(new bool[] { pattern[18], pattern[19], pattern[20], pattern[21], pattern[22], pattern[23], pattern[24], pattern[25], pattern[26] }); break; case 4: //完全ランダム p0.setallrand(new bool[] { pattern[0], pattern[1], pattern[2], pattern[3], pattern[4], pattern[5], pattern[6], pattern[7], pattern[8] }); p1.setallrand(new bool[] { pattern[9], pattern[10], pattern[11], pattern[12], pattern[13], pattern[14], pattern[15], pattern[16], pattern[17] }); p2.setallrand(new bool[] { pattern[18], pattern[19], pattern[20], pattern[21], pattern[22], pattern[23], pattern[24], pattern[25], pattern[26] }); break; } }
public ActionResult Create(RegionStoreRelayModel regionStoreRelay) { if (!storeIPOkay(regionStoreRelay.store)) { ModelState.AddModelError("store.storeIP", "IP already exists"); } if (!relayIPOkay(regionStoreRelay.relay)) { ModelState.AddModelError("relay.relayIP", "IP already exists"); } if (regionStoreRelay.CheckboxGatewayModel.Where(x => x.selected).Count() < 1) { ModelState.AddModelError("", "Needs to be connected to gateway or processing center"); } if (ModelState.IsValid) { region newRegion = new region() { colorID = regionStoreRelay.region.colorID, regionNumber = db.region.Select(x => x.regionID).Max() + 1 }; db.region.Add(newRegion); db.store.Add(regionStoreRelay.store); db.SaveChanges(); relay gatewayRelay = new relay() { isActive = true, isProcessingCenter = false, queueLimit = regionStoreRelay.relay.queueLimit, isGateway = true, relayIP = regionStoreRelay.relay.relayIP, regionID = newRegion.regionID }; db.relay.Add(gatewayRelay); db.SaveChanges(); connections connection = new connections() { storeID = regionStoreRelay.store.storeID, destRelayID = gatewayRelay.relayID, isActive = true, weight = regionStoreRelay.connections.weight }; db.connections.Add(connection); db.SaveChanges(); var selectedRelays = regionStoreRelay.CheckboxGatewayModel.Where(x => x.selected); foreach (var selectedRelay in selectedRelays) { connections connection2 = new connections() { relayID = gatewayRelay.relayID, destRelayID = selectedRelay.relayID, isActive = true, weight = selectedRelay.weight }; db.connections.Add(connection2); } db.SaveChanges(); return(RedirectToAction("Index", "Home")); } //regionStoreRelay.CheckboxGatewayModel = GetGatewayRelays(); var colorInfo = from colors in db.colors select new { colors.colorID }; var colorsUsed = from region in db.region select new { region.colorID }; var temp = from colors in colorInfo.Except(colorsUsed) join colors2 in db.colors on colors.colorID equals colors2.colorID select new { colors2.colorName, colors2.colorID }; ViewBag.region = new { colorID = new SelectList(temp, "colorID", "colorName") }; return(View(regionStoreRelay)); }
//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_2 f2 = scriptbox.GetComponent <Flicked_2>(); targetpos = f2.targetpos; nowpos = f2.nowpos; hazurepos = f2.hazurepos; Debug.Log("OK"); if (goal == targetpos)//正解 { before_edge.SetActive(false); after_edge.SetActive(true); hantei = true; // GetComponent <AudioSource>().PlayOneShot(se.atari); //効果音を鳴らす relay p0 = childup.GetComponent <relay>(); //スコアを取得 relay p1 = childleft.GetComponent <relay>(); //スコアを取得 relay p2 = childright.GetComponent <relay>(); //スコアを取得 relay px = childnow.GetComponent <relay>(); //次段階の登場 pattern は無事埋まりました pattern = new bool[27]; //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, 9); Array.Copy(p1.statusback(), 0, pattern, 9, 9); Array.Copy(p2.statusback(), 0, pattern, 18, 9); /* * for (int i = 0; i < 27; 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); // }
//40回目限定 public bool shrink(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(Lv4状態から) Flicked_3 f3 = scriptbox.GetComponent <Flicked_3>(); targetpos = f3.targetpos; nowpos = f3.nowpos; hazurepos = f3.hazurepos; Debug.Log("OK"); if (goal == targetpos)//正解 { before_edge.SetActive(false); after_edge.SetActive(true); GetComponent <AudioSource>().PlayOneShot(se.shrink3); //効果音を鳴らす hantei = true; // d_score.Shrink(); //※他の三角形(3_tri)はいらない、inactiveにしてよい //""""""""""""""""""""""""""""""遅延して消えた方が美しい DOVirtual.DelayedCall(0.1f, () => triangleup.SetActive(false)); DOVirtual.DelayedCall(0.1f, () => triangleleft.SetActive(false)); DOVirtual.DelayedCall(0.1f, () => triangleright.SetActive(false)); // triangleleft.SetActive(false); // triangleright.SetActive(false); //bigbigbigtriamgleが拡大する=元に戻る bigrectTran.DOLocalMove(new Vector3(0, 0, -10), 0.1f);//flick3のみ、親も戻る bigrectTran.DOScale(1, 0.1f); // rectTran.DOLocalMove(new Vector3(0, 0, -10), 0.1f); relay p0 = childup.GetComponent <relay>(); //スコアを取得 relay p1 = childleft.GetComponent <relay>(); //スコアを取得 relay p2 = childright.GetComponent <relay>(); //スコアを取得 relay px = childnow.GetComponent <relay>(); bool[] p0pattern = new bool[9]; bool[] p1pattern = new bool[9]; bool[] p2pattern = new bool[9]; bool[] pxpattern = new bool[9]; Array.Copy(p0.statusback(), p0pattern, 9); Array.Copy(p1.statusback(), p1pattern, 9); Array.Copy(p2.statusback(), p2pattern, 9); Array.Copy(px.statusback(), pxpattern, 9); int yabaiflag = 1; int key = (int)(childnow.transform.localPosition.x * 10) + 2; //次のプレイヤーの位置(bigbigtriの)場所をじかに求める-2…左 0…上 2…右 Debug.Log(key + "にいるぞ!!!"); switch (key) //nowのある場所 // bigbigtriangleがプレイヤー色のままだが、他の子(2_tri)は背景色に戻す { case 0: //左 p2.aroundcolorchange(); p0.aroundcolorchange(); p1.aroundcolorchange(); // nowpos = 1; //p0pattern== pxpatternの判定 for (int i = 0; i < 9; i++) { if (p0pattern[i] != pxpattern[i]) //2なら { targetpos = 2; hazurepos = 0; yabaiflag = 0; break; } if (p2pattern[i] != pxpattern[i]) //0なら { targetpos = 0; hazurepos = 2; yabaiflag = 0; break; } } break; case 2: //上 p1.aroundcolorchange(); p2.aroundcolorchange(); p0.aroundcolorchange(); // nowpos = 0; for (int i = 0; i < 9; i++) { if (p2pattern[i] != pxpattern[i]) //1なら { targetpos = 1; hazurepos = 2; yabaiflag = 0; break; } if (p1pattern[i] != pxpattern[i]) //2なら { targetpos = 2; hazurepos = 1; yabaiflag = 0; break; } } break; case 4: //右 p0.aroundcolorchange(); p1.aroundcolorchange(); p2.aroundcolorchange(); // nowpos = 2; for (int i = 0; i < 9; i++) { if (p1pattern[i] != pxpattern[i]) //0なら { targetpos = 0; hazurepos = 1; yabaiflag = 0; break; } if (p0pattern[i] != pxpattern[i]) //1なら { targetpos = 1; hazurepos = 0; yabaiflag = 0; break; } } break; } Debug.Log("targetpos =" + targetpos + ",hazurepos =" + hazurepos + "nowpos=" + nowpos); if (yabaiflag == 1) { Debug.Log("えええええええええええええなんでsssssっせえええええええええええええええええええええええええええええ"); } px.colorchange(); // move(goal); } else { GetComponent <AudioSource>().PlayOneShot(se.hazure);//効果音を鳴らす //減点 d_score.Shrinkmiss(); d_score.left_jiki--; 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); // var sequence = DOTween.Sequence(); switch (goal) { case 0: switch (nowpos) { case 0: break; case 1: sequence.Append(rectTran.DOLocalMove(uptri, 0.1f)); sequence.Append(rectTran.DOLocalMove(lefttri, 0.05f)); break; case 2: sequence.Append(rectTran.DOLocalMove(uptri, 0.1f)); sequence.Append(rectTran.DOLocalMove(righttri, 0.05f)); break; } break; case 1: switch (nowpos) { case 0: sequence.Append(rectTran.DOLocalMove(lefttri, 0.1f)); sequence.Append(rectTran.DOLocalMove(uptri, 0.05f)); break; case 1: break; case 2: sequence.Append(rectTran.DOLocalMove(lefttri, 0.1f)); sequence.Append(rectTran.DOLocalMove(righttri, 0.05f)); break; } break; case 2: switch (nowpos) { case 0: sequence.Append(rectTran.DOLocalMove(righttri, 0.1f)); sequence.Append(rectTran.DOLocalMove(uptri, 0.05f)); break; case 1: sequence.Append(rectTran.DOLocalMove(righttri, 0.1f)); sequence.Append(rectTran.DOLocalMove(lefttri, 0.05f)); break; case 2: break; } break; } } return(hantei); // }