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] }); }
// 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; } }
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; } }
//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); // }