Beispiel #1
0
    bool MergeNeighbourTiles(NumberTile tile, ref List <NumberTile> mergedTiles)
    {
        int mergeCount = 0;

        foreach (Direction direction in mergeDirections)
        {
            NumberTile neighbour = tile.FindNeighbourTile(direction);
            if (NumberTile.IsActiveTile(neighbour) && tile.IsEqualNumber(neighbour))
            {
                neighbour.DeActivate();
                mergedTiles.Add(neighbour);
                mergeCount++;
            }
        }

        int multiplier = (int)Mathf.Pow(2, mergeCount);

        if (multiplier > 1)
        {
            tile.Multiply(multiplier);
            if (handler != null)
            {
                handler.OnTileMerged(tile);
            }

            return(true);
        }

        return(false);
    }
Beispiel #2
0
    IEnumerator FallAndMergeTile(NumberTile tile)
    {
        yield return(FallTile(tile));

        if (activeTile != null && tile == activeTile)
        {
            DisableControl();
        }

        if (fallingTiles.Count != 0)
        {
            yield return(new WaitForSeconds(0.2f));
        }

        List <NumberTile> mergedTiles = new List <NumberTile>();

        while (fallingTiles.Count != 0)
        {
            NumberTile fallingTile = fallingTiles.Dequeue();
            if (MergeNeighbourTiles(fallingTile, ref mergedTiles))
            {
                yield return(null);

                // Play and wait for animation to finish
                fallingTile.View.PlayUpdateAnimation();
                yield return(new WaitForSeconds(1));

                // Add the Tile again to see if it can merge with anything else
                if (fallingTile.IsOnFloor())
                {
                    fallingTiles.Enqueue(fallingTile);
                }
            }
        }

        Queue <Coroutine> fallingTilesQueue = new Queue <Coroutine>();

        foreach (NumberTile mergedTile in mergedTiles)
        {
            NumberTile neighbour = NumberTile.TryFindActiveTopTile(mergedTile);
            if (NumberTile.IsActiveTile(neighbour))
            {
                Coroutine c = StartCoroutine(FallAndMergeTile(neighbour));
                fallingTilesQueue.Enqueue(c);
            }
        }

        while (fallingTilesQueue.Count != 0)
        {
            yield return(fallingTilesQueue.Dequeue());
        }
    }