// builds Tetris playing grid according to the data specified in Grid class private void BuildGrid() { Transform parent = transform; Color color = Color.white; float offset = Grid.offset; int xCount = Grid.gridSize.x; int yCount = Grid.gridSize.y; LoopUtil.LoopAction( (x, y) => { GameObject square = SquareUtil.InstantiateAndSetUpSquare(parent, offset * new Vector2(x, y), color); if (Grid.HideBlock(y)) { square.SetActive(false); } }, xCount, yCount); }
void Start() { Sprite[] sprites = Resources.LoadAll <Sprite>(atlasName); Debug.Log(sprites.Length); int spriteIndex = 0; foreach (Sprite sprite in sprites) { string name = sprite.name; Debug.Log(name); SpriteRenderer spriteRenderer; GameObject go = SquareUtil.InstantiateSquare(out spriteRenderer, name); spriteRenderer.sprite = sprite; go.transform.parent = transform; go.transform.localPosition = GridUtil.PositionFromIndex(spriteIndex, gridWidth); spriteIndex++; } }
public override string ToString() => SquareUtil.SquareToString(this);
private static void InstantiateCells(Transform parent, float offset, Vector2Int[] poses, Color color) { LoopUtil.LoopAction((i) => SquareUtil.InstantiateAndSetUpSquare(parent, offset * (Vector2)poses[i], color), poses.Length); }