Ejemplo n.º 1
0
    protected void CheckMatch(Match3Tile currentTile, ref Match3Tile targetTile, bool isVerticalPass)
    {
//		Debug.Log("Current tile: " + currentTile + "\n" + "targetTile: " + targetTile);
        if (targetTile == null || !targetTile.CanBeMatched)
        {
            // If there is no target tile to check matches with yet, try to set the currentTile as the targetTile and
            // get back to the loop so we can move to the next tile to compare it with the new targetTile.
            if (currentTile != null && currentTile.CanBeMatched)
            {
                targetTile = currentTile;
                if (matchesBatch.Count > 0)
                {
                    matchesBatch.Clear();
                }
                matchesBatch.Add(targetTile);
            }
        }
        else if (currentTile != null && currentTile.IsMatchWith(targetTile))
        {
            // If we found a matching tile with the targetTile add it to our temporary matches buffer.
            matchesBatch.Add(currentTile);
        }
        else
        {
            // If we found a tile different from the targetTile then we finished collecting tiles for the current batch and
            // we must check if we found at least 3 to add to our final "lastFoundMatches" result.
            // We also make the current tile the new targetTile because it belongs in a different batch of matches.
            targetTile = currentTile;
            if (matchesBatch.Count >= 3)
            {
                CollectNewFoundMatches(matchesBatch, isVerticalPass);
            }
            // Clear the current temporary matches buffer.
            matchesBatch.Clear();

            // We check here if the new target tile can be matched then we already add it to the new batch of matches.
            if (targetTile != null && targetTile.CanBeMatched)
            {
                matchesBatch.Add(currentTile);
            }
        }
    }
    /// <summary>
    /// Find the neighbor pieces of the specified "currentPiece" in the direction "direction" that match between them.
    /// This method is called by <see cref="ProcessBoardPiece(AbstractBoardPiece boardPiece)"/>.
    /// </summary>
    /// <returns>
    /// The neighbor pieces for.
    /// </returns>
    /// <param name='currentPiece'>
    /// If set to <c>true</c> current piece.
    /// </param>
    /// <param name='direction'>
    /// If set to <c>true</c> direction.
    /// </param>
    protected bool FindMatchingNeighborPiecesFor(Match3BoardPiece currentPiece, Match3BoardPiece.LinkType direction)
    {
        Match3BoardPiece prevPiece = null;

//		// Reference to the piece who's neighbors we're about to process.
//		Match3BoardPiece originPiece = currentPiece;

        // Look at the next 2 neighbors in the specified "direction".
        for (int i = 0; i < 2; i++)
        {
            currentPiece = currentPiece.GetNeighbor(direction);

            // If this board piece is invalid or contains an invalid tile, stop the current neighbor lookup for the "currentPiece"
            // but continue the search with the next board pieces.
            if (currentPiece == null || currentPiece.Tile == null || currentPiece.Tile.IsDestroying || (currentPiece.Tile as NormalTile).IsTileSwitching ||
                (currentPiece.Tile as NormalTile).IsFrozen() || !(currentPiece.Tile as Match3Tile).CanBeMatched && !(currentPiece.Tile is TriggerTile) ||
                (currentPiece.Tile is TriggerTile) && !currentPiece.Tile.IsUserMoveable)
            {
                return(true);
            }

            Match3Tile currentTile = currentPiece.Tile as Match3Tile;
            if (prevPiece != null)
            {
                Match3Tile prevTile = prevPiece.Tile as Match3Tile;

                if (prevTile.IsMatchWith(currentTile))
                {
                    // Add this tile because it matches the previous one.
                    AddNewPossibleMatchTile(currentTile);

                    if (HasFoundPossibleMatchForColor(currentTile.TileColor))
                    {
                        // Stop looking for other possible matches.
                        return(false);
                    }
                }
            }
            else
            {
//				int lastTriggerTileIdx = triggerTileMatchFound.Count - 1;
//				if (lastTriggerTileIdx >= 0 && triggerTileMatchFound[lastTriggerTileIdx] is ColorBombTile) {
//					Debug.LogWarning("[PossibleMatchesFinder] originalPiece = " + originalPiece + "\n -> search direction: " + direction + "\n -> " + " currentTile = " + currentTile);
//				}

                // Add this tile to the partial matches buffer because it's the first one
                AddNewPossibleMatchTile(currentTile);

                if (HasFoundPossibleMatchForColor(currentTile.TileColor))
                {
                    // Stop looking for other possible matches.
                    return(false);
                }
            }

            prevPiece = currentPiece;
        }

        // Can continue to the next board piece.
        return(true);
    }
Ejemplo n.º 3
0
    protected TileColorType GetMatchingColorBetweenDirections(Match3BoardPiece startPiece, Match3BoardPiece.LinkType dirA, Match3BoardPiece.LinkType dirB)
    {
        Match3BoardPiece pieceDirA = startPiece.GetNeighbor(dirA);
        Match3BoardPiece pieceDirB = null;

        if (dirA != dirB)
        {
            pieceDirB = startPiece.GetNeighbor(dirB);
        }
        else if (pieceDirA != null)
        {
            pieceDirB = pieceDirA.GetNeighbor(dirA);
        }

        if (pieceDirA != null && pieceDirB != null)
        {
            Match3Tile tileDirA = pieceDirA.Tile as Match3Tile;
            Match3Tile tileDirB = pieceDirB.Tile as Match3Tile;

            if (tileDirA != null && tileDirB != null && tileDirA.CanBeMatched && tileDirB.CanBeMatched && tileDirA.IsMatchWith(tileDirB))
            {
                return(tileDirA.TileColor);
            }
        }

        return(TileColorType.None);
    }
Ejemplo n.º 4
0
	protected void CheckMatch(Match3Tile currentTile, ref Match3Tile targetTile, bool isVerticalPass) 
	{
//		Debug.Log("Current tile: " + currentTile + "\n" + "targetTile: " + targetTile);
		if ( targetTile == null || !targetTile.CanBeMatched ) 
		{
			// If there is no target tile to check matches with yet, try to set the currentTile as the targetTile and 
			// get back to the loop so we can move to the next tile to compare it with the new targetTile.
			if (currentTile != null && currentTile.CanBeMatched) 
			{
				targetTile = currentTile;
				if (matchesBatch.Count > 0) {
					matchesBatch.Clear();
				}
				matchesBatch.Add(targetTile);
			}
		} else if (currentTile != null && currentTile.IsMatchWith(targetTile)) {
			// If we found a matching tile with the targetTile add it to our temporary matches buffer.
			matchesBatch.Add(currentTile);
		} else {
			// If we found a tile different from the targetTile then we finished collecting tiles for the current batch and
			// we must check if we found at least 3 to add to our final "lastFoundMatches" result.
			// We also make the current tile the new targetTile because it belongs in a different batch of matches.
			targetTile = currentTile;
			if (matchesBatch.Count >= 3) {
				CollectNewFoundMatches(matchesBatch, isVerticalPass);
			}
			// Clear the current temporary matches buffer.
			matchesBatch.Clear();
			
			// We check here if the new target tile can be matched then we already add it to the new batch of matches.
			if (targetTile != null && targetTile.CanBeMatched) {
				matchesBatch.Add(currentTile);
			}
		}		
	}