Ejemplo n.º 1
0
    static int IncreezeDinamicGameBlock(int index, GameObject gameBlock)
    {
        GameBlock[] block = DinamicGameBlock[index];
        if (block[block.Length - 1].GetGameObject() != null)
        {
            int lenght = DinamicGameBlock[index].Length;
            DinamicGameBlock[index] = new GameBlock[lenght * 2];
            block.CopyTo(DinamicGameBlock[index], 0);
            for (int i = block.Length; i < DinamicGameBlock[index].Length; i++)
            {
                DinamicGameBlock[index][i] = new GameBlock();
            }
        }

        if (gameBlock == null)
        {
            gameBlock = reserve;
        }
        GameObject obj = Instantiate(gameBlock, gameBlock.transform) as GameObject;
        int        j;

        for (j = 0; j < DinamicGameBlock[index].Length; j++)
        {
            if (DinamicGameBlock[index][j].GetGameObject() == null)
            {
                break;
            }
        }
        GameBlock newBlock = DinamicGameBlock[index][j];

        newBlock.SetValue(obj, index);
        newBlock.CalculateDelta();
        newBlock.SetActiveFull(false);
        newBlock.Name = gameBlock.name;
        newBlock.GetGameObject().transform.SetParent(canvasGameBlock.transform);
        CopyRecTransform(newBlock.GetGameObject().GetComponent <RectTransform>(), DinamicGameBlock[index][0].GetGameObject().GetComponent <RectTransform>());
        return(j);
    }
Ejemplo n.º 2
0
    private void Start()
    {
        indexWatch       = 1;
        reserve          = GameObject.Find("Game'sBlock/Reserve/Portal_Grey");
        backgroundParent = GameObject.Find("Background/BackgroundParent");
        parentUp         = GameObject.Find("Game'sBlock/MainParent/ParentUp");
        parentDown       = GameObject.Find("Game'sBlock/MainParent/ParentDown");
        canvasGameBlock  = GameObject.Find("Game'sBlock");
        mainRigid        = mainParent.GetComponent <Rigidbody2D>();
        backRigid        = backgroundParent.GetComponent <Rigidbody2D>();

        DinamicGameBlock[0]  = new GameBlock[countBlocks[0]]; //Earth
        DinamicGameBlock[1]  = new GameBlock[countBlocks[3]]; //Cube
        DinamicGameBlock[2]  = new GameBlock[countBlocks[1]]; //Barrier
        DinamicGameBlock[3]  = new GameBlock[countBlocks[1]]; //Portal
        DinamicGameBlock[4]  = new GameBlock[countBlocks[3]]; //Abyss
        DinamicGameBlock[5]  = new GameBlock[countBlocks[3]]; //Blade
        DinamicGameBlock[6]  = new GameBlock[countBlocks[3]]; //Speedy
        DinamicGameBlock[7]  = new GameBlock[countBlocks[3]]; //Saw
        DinamicGameBlock[8]  = new GameBlock[countBlocks[3]]; //Needles
        DinamicGameBlock[9]  = new GameBlock[countBlocks[2]]; //Enemy#1
        DinamicGameBlock[10] = new GameBlock[countBlocks[2]]; //Robot
        for (int i = 0; i < size; i++)
        {
            for (int j = 0; j < DinamicGameBlock[i].Length; j++)
            {
                DinamicGameBlock[i][j] = new GameBlock();
            }
        }

        for (int i = 0; i < Earth.Length; i++)
        {
            DinamicGameBlock[0][i].SetValue(Earth[i], 0);
            DinamicGameBlock[0][i].SetActive(true);
        }
        for (int i = 1, j = 0; i < size; i++, j++)
        {
            Instance(i, 0, j, StaticGameBlock);
        }

        for (int i = 0; i < 8; i++)
        {
            Earth[i].transform.SetParent(parentUp.transform);
        }

        for (int i = 8; i < Earth.Length; i++)// без 8 блока
        {
            Earth[i].transform.SetParent(parentDown.transform);
        }
        for (int i = 16; i < Earth.Length; i++)
        {
            DinamicGameBlock[0][i].SetActiveFull(false);
        }

        Instance(3, 1, 0, Buffer);
        Instance(3, 2, 1, Buffer);
        Instance(2, 1, 2, Buffer);
        Instance(2, 2, 3, Buffer);
        Instance(1, 1, 4, Buffer);
        for (int i = 5; i < 10; i++)
        {
            Instance(i - 1, 1, i, Buffer);
        }
        reserveBlock.SetValue(reserve, 0);
        reserveBlock.CalculateDelta();

        property    = new Property[5];
        property[0] = new Property(ReturnDisactiveGameObject);
        property[1] = new Property(Any);
        property[2] = new Property(SamePrevious);
        property[3] = new Property(AnyBesidePrevious);
        property[4] = new Property(SamePreviousTwo);

        stopWatch[0] = () =>
        {
            gameTime += Time.deltaTime;
        };
        stopWatch[1] = () => { };
    }