Beispiel #1
0
    public void CreatePacket(Packet.Data data)
    {
        creationPeriod = (packetWidth * 1.5f) / Packet.maxSpeed;
        if (busy)
        {
            return;
        }
        nextTimeToCreate = Time.time + creationPeriod;

        GameObject pgo = null;

        if (packetPool.Count == 0)
        {
            pgo = Instantiate(packetPrefab);
            InitPacketGameObject(pgo);
        }
        else
        {
            pgo = packetPool[packetPool.Count - 1];
            packetPool.RemoveAt(packetPool.Count - 1);
            pgo.SetActive(true);
        }
        var p = pgo.GetComponent <Packet>();

        p.data = data;
        ReInitPacket(p);

        bool pushingBlock = showedPackets.Count >= anchoredPacketPositions.Count;
        bool lastBlock    = showedPackets.Count >= anchoredPacketPositions.Count - 1;

        if (pushingBlock)
        {
            var fp = showedPackets[0];
            OnPacketDeath?.Invoke(fp, Packet.DeathCause.Drop);
            fp.onFire = true;
            Debug.Assert(!fp.onTheMove);
            showedPackets.RemoveAt(0);
            //TODO add fp to onFirePackets list
            fp.MoveTo(exitPos, UtilizePacket);
            PlacePackets();
        }

        p.MoveTo(anchoredPacketPositions[showedPackets.Count]);
        showedPackets.Add(p);
    }
Beispiel #2
0
    public int ClearPackets(string bodyContent)
    {
        int c = 0;

        for (int i = 0; i < showedPackets.Count; i++)
        {
            if (showedPackets[i].data.body == bodyContent)
            {
                OnPacketDeath?.Invoke(showedPackets[i], Packet.DeathCause.Clear);
                ClearPacket(showedPackets[i]);
                showedPackets.RemoveAt(i--);
                c++;
            }
        }
        PlacePackets();
        //TODO check onFIre packet
        return(c);
    }