void Start() { nowblock = Instantiate(main.tetris0, new Vector3(0, 0, 0), Quaternion.identity); CBlock cblock = nextblock.GetComponent <CBlock>(); cblock.SetBlocks_Gen(); cblock.SetBlocks_DISPLAY(false); cblock.SetBlocks_TYPE(999); for (int i = 0; i < 3; ++i) { Generating_Block(UID.next_x, UID.next_y, Block_Z); Save_BlockArr(); //NextBlockArr(); } }
public void Generating_Block(float _x, float _y, float _z) { int _order = main.GetBlockOrder(); if (_order == 0) { nextblock = Instantiate(main.tetris0, new Vector3(_x - 0.3f, _y - 0.2f, _z), Quaternion.identity); CBlock cblock = nextblock.GetComponent <CBlock>(); cblock.SetBlocks_Gen(); cblock.SetBlocks_DISPLAY(true); cblock.SetBlocks_TYPE(_order); } if (_order == 1) { nextblock = Instantiate(main.tetris1, new Vector3(_x, _y, _z), Quaternion.identity); CBlock cblock = nextblock.GetComponent <CBlock>(); cblock.SetBlocks_Gen(); cblock.SetBlocks_DISPLAY(true); cblock.SetBlocks_TYPE(_order); } if (_order == 2) { nextblock = Instantiate(main.tetris2, new Vector3(_x, _y - 0.3f, _z), Quaternion.identity); CBlock cblock = nextblock.GetComponent <CBlock>(); cblock.SetBlocks_Gen(); cblock.SetBlocks_DISPLAY(true); cblock.SetBlocks_TYPE(_order); } if (_order == 3) { nextblock = Instantiate(main.tetris3, new Vector3(_x, _y, _z), Quaternion.identity); CBlock cblock = nextblock.GetComponent <CBlock>(); cblock.SetBlocks_Gen(); cblock.SetBlocks_DISPLAY(true); cblock.SetBlocks_TYPE(_order); } if (_order == 4) { nextblock = Instantiate(main.tetris4, new Vector3(_x, _y, _z), Quaternion.identity); CBlock cblock = nextblock.GetComponent <CBlock>(); cblock.SetBlocks_Gen(); cblock.SetBlocks_DISPLAY(true); cblock.SetBlocks_TYPE(_order); } if (_order == 5) { nextblock = Instantiate(main.tetris5, new Vector3(_x, _y, _z), Quaternion.identity); CBlock cblock = nextblock.GetComponent <CBlock>(); cblock.SetBlocks_Gen(); cblock.SetBlocks_DISPLAY(true); cblock.SetBlocks_TYPE(_order); } if (_order == 6) { nextblock = Instantiate(main.tetris6, new Vector3(_x, _y, _z), Quaternion.identity); CBlock cblock = nextblock.GetComponent <CBlock>(); cblock.SetBlocks_Gen(); cblock.SetBlocks_DISPLAY(true); cblock.SetBlocks_TYPE(_order); } }