Ejemplo n.º 1
0
    /// <summary>
    ///
    /// </summary>
    /// <param name="b"></param>
    /// <param name="index"></param>
    private void MoveBlockAtIndex(GameObject b, int index)
    {
        print("SetColumIndex MoveBlockAtIndex: " + b.GetComponent <Block>().color + " " + index);

        int currentBlockIndex = this.sameRowBlocks.IndexOf(b);

        print(currentBlockIndex);
        this.sameRowBlocks.RemoveAt(currentBlockIndex);
        this.sameRowBlocks.Insert(index, draggingBlock);

        print("SetColumIndex MoveBlockAtIndex after: " + BlocksUtil.LogList(this.sameRowBlocks));

        int startIndex = Mathf.Min(index, currentBlockIndex);
        int endIndex   = Mathf.Max(index, currentBlockIndex);

        for (int iB = startIndex; iB <= endIndex; iB++)
        {
            Block block = this.sameRowBlocks[iB]?.GetComponent <Block>();

            //avoid dragging block
            if (this.sameRowBlocks[iB] != b)
            {
                if (block != null)
                {
                    block.SetColumIndex(iB);
                }
                else
                {
                    //GameObject blockAtTheBottom = this.EnablePhysicsForBlocksAtColumnIndex(iB, b.GetComponent<RectTransform>().position.y);

                    //if (blockAtTheBottom)
                    //{
                    //    print("blockAtTheBottom: " + blockAtTheBottom.GetComponent<Block>().GetColumnIndexes()[0] + " " + blockAtTheBottom.GetComponent<Block>().color);

                    //    //Insert the falling block to the row (iB should be equal to blockAtTheBottom.GetComponent<Block>().GetColumnIndex()
                    //    this.sameRowBlocks[blockAtTheBottom.GetComponent<Block>().GetColumnIndexes()[0]] = blockAtTheBottom;

                    //    string s = "";
                    //    for (int iB2 = 0; iB2 < this.sameRowBlocks.Count; iB2++)
                    //    {
                    //        s += (this.sameRowBlocks[iB2] != null ? this.sameRowBlocks[iB2].GetComponent<Block>().color.ToString() : "___") + " ";
                    //    }
                    //    print("Big Total Row is: " + s);
                    //}
                }
            }
        }
    }
Ejemplo n.º 2
0
    /// <summary>
    ///
    /// </summary>
    /// <param name="columnIndex"></param>
    /// <param name="positionY"></param>
    /// <returns>Returns the block at the bottom</returns>
    private GameObject EnablePhysicsForBlocksAtColumnIndex(int columnIndex, float positionY)
    {
        List <GameObject> blocks = this.GetBlocksOnTop(columnIndex, positionY);

        print("EnablePhysicsForBlocksAtColumnIndex:" + BlocksUtil.LogList(blocks));

        //get toppest block from the column and wait for the block to finish to fall down, then InvalidateBlock
        //as some blocks might finish the motion after the draggingBlock finish its own one.
        if (blocks.Count > 0)
        {
            blocks.Last().GetComponent <PhysicsBlock>().OnPhysicsComplete += OnTopBlockPhysicsComplete;
        }

        for (int iB = 0; iB < blocks.Count; iB++)
        {
            blocks[iB].GetComponent <PhysicsBlock>().enablePhysics = true;
        }

        // can be null when moving block on the top row
        return(blocks.Count > 0 ? blocks[0] : null);
    }