Beispiel #1
0
    private IEnumerator FindMatchesAndCollapse(GameObject hitGo2)
    {
        bool matchPerformed = false;

        shapes.Swap(hitGo, hitGo2);

        // move the swapped ones
        hitGo.transform.DOMove(hitGo2.transform.position, Constants.SwapAnimationDuration);
        hitGo2.transform.DOMove(hitGo.transform.position, Constants.SwapAnimationDuration);
        yield return(new WaitForSeconds(Constants.SwapAnimationDuration));

        BonusType hitGoBonus  = hitGo.GetComponent <Shape>().Bonus;
        BonusType hitGo2Bonus = hitGo2.GetComponent <Shape>().Bonus;

        // check if one of the two objects was combined with an ultimate
        if ((hitGo2Bonus == BonusType.Ultimate) && (hitGoBonus != BonusType.Ultimate) && (hitGoBonus != BonusType.None))
        {
            DuplicateCandy(hitGo);
        }

        if ((hitGoBonus == BonusType.Ultimate) && (hitGo2Bonus != BonusType.Ultimate) && (hitGo2Bonus != BonusType.None))
        {
            DuplicateCandy(hitGo2);
        }

        List <MatchesInfo> matchesInfos = new List <MatchesInfo>();

        // get the matches via the helper methods
        matchesInfos.Add(shapes.GetMatches(hitGo, hitGo2));
        matchesInfos.Add(shapes.GetMatches(hitGo2, hitGo));

        var totalMatches = matchesInfos[0].MatchedCandy.Union(matchesInfos[1].MatchedCandy).Distinct();

        // if user's swap didn't create at least a 3-match, undo their swap
        if (totalMatches.Count() < Constants.MinimumMatches)
        {
            hitGo.transform.DOMove(hitGo2.transform.position, Constants.SwapAnimationDuration);
            hitGo2.transform.DOMove(hitGo.transform.position, Constants.SwapAnimationDuration);
            yield return(new WaitForSeconds(Constants.SwapAnimationDuration));

            shapes.UndoSwap();
        }
        else
        {
            // user performed a match, no need to show the hints anymore
            matchPerformed = true;
            StopCheckForPotentialMatches();
        }

        // decide if a bonus shall be added to one of the 2 user matches
        foreach (var item in matchesInfos)
        {
            if (item.Matches >= Constants.MinimumMatchesForBonus)
            {
                item.CreateBonus = true;
            }
        }

        int timesRun = 0;

        while (totalMatches.Count() >= Constants.MinimumMatches)
        {
            // boolean array to not create score for the same match more than onces
            bool[,] matchScoreCounted = new bool[Constants.Rows, Constants.Columns];
            for (int i = 0; i < Constants.Rows; i++)
            {
                for (int j = 0; j < Constants.Columns; j++)
                {
                    matchScoreCounted[i, j] = false;
                }
            }

            // increase score
            foreach (var item in matchesInfos)
            {
                if (item.DestroyedByBonus == true)
                {
                    bool countScore = true;
                    foreach (var go in item.MatchedCandy)
                    {
                        if (matchScoreCounted[go.GetComponent <Shape>().Row, go.GetComponent <Shape>().Column] == true)
                        {
                            countScore = false;
                        }
                    }
                    if (countScore == true)
                    {
                        foreach (var go in item.MatchedCandy)
                        {
                            matchScoreCounted[go.GetComponent <Shape>().Row, go.GetComponent <Shape>().Column] = true;
                            Vector3 position = Camera.main.WorldToScreenPoint(go.transform.position);
                            IncreaseScoreAndCreatePopUp(Constants.BonusMatchScore, position);
                        }
                    }
                }
                else if (item.Matches == 3)
                {
                    CheckForScoreAndIncrease(item, ref matchScoreCounted, Constants.Match3Score, timesRun);
                }
                else if (item.Matches == 4)
                {
                    CheckForScoreAndIncrease(item, ref matchScoreCounted, Constants.Match4Score, timesRun);
                }
                else if (item.Matches >= 5)
                {
                    CheckForScoreAndIncrease(item, ref matchScoreCounted, Constants.Match5Score, timesRun);
                }
            }

            soundManager.PlayCrinkle();

            foreach (var item in totalMatches)
            {
                shapes.Remove(item);
                RemoveFromScene(item);
            }

            // check if there are any bonus objects to create
            foreach (var item in matchesInfos)
            {
                if (item.CreateBonus == true)
                {
                    CreateBonus(item.OriginGameObject, item);
                    item.CreateBonus = false;
                }
            }

            // get the columns that we had a collapse
            var columns = totalMatches.Select(go => go.GetComponent <Shape>().Column).Distinct();

            // the order the 2 methods below get called is important!
            // collapse the ones gone
            var collapsedCandyInfo = shapes.Collapse(columns);
            // create new ones
            var newCandyInfo = CreateNewCandyInSpecificColumns(columns);

            // wait until explosion animation has finished
            yield return(new WaitForSeconds(Constants.ExplosionDuration));

            yield return(new WaitForSeconds(Constants.DelayAfterExplosion));

            MoveAndAnimate(newCandyInfo.AlteredCandy);
            MoveAndAnimate(collapsedCandyInfo.AlteredCandy);

            // will wait for both of the above animations
            yield return(new WaitForSeconds(Constants.MoveAnimationMinDuration));

            // search if there are matches with the collapsed objects and then new objects
            matchesInfos = new List <MatchesInfo>();
            matchesInfos.AddRange(shapes.GetMatchesInfos(collapsedCandyInfo.AlteredCandy));
            matchesInfos.AddRange(shapes.GetMatchesInfos(newCandyInfo.AlteredCandy));

            // boolean array to not create boni for the same match more than onces
            bool[,] bonusCreated = new bool[Constants.Rows, Constants.Columns];
            for (int i = 0; i < Constants.Rows; i++)
            {
                for (int j = 0; j < Constants.Columns; j++)
                {
                    bonusCreated[i, j] = false;
                }
            }

            // loop throw all found matches
            List <GameObject> matches = new List <GameObject>();
            foreach (var item in matchesInfos)
            {
                // check if bonus should be created
                if (item.Matches >= Constants.MinimumMatchesForBonus)
                {
                    bool bonus = true;
                    foreach (var go in item.MatchedCandy)
                    {
                        if (bonusCreated[go.GetComponent <Shape>().Row, go.GetComponent <Shape>().Column] == true)
                        {
                            bonus = false;
                        }
                    }

                    if (bonus == true)
                    {
                        item.CreateBonus = true;

                        foreach (var go in item.MatchedCandy)
                        {
                            bonusCreated[go.GetComponent <Shape>().Row, go.GetComponent <Shape>().Column] = true;
                        }
                    }
                }
                // save each object to save it then to totalMatches
                matches.AddRange(item.MatchedCandy);
            }

            totalMatches = matches;

            timesRun++;
        }

        state = GameState.None;

        if (matchPerformed == true)
        {
            StartCheckForPotentialMatches();
        }
    }