Example #1
0
    public static BoardElement CreateNewElement(BoardElement previousElement, BoardElement.BoardElementTypes type)
    {
        int     randomNum = random.Next(0, ConstantValues.GetAvailableColors().Length);
        Vector4 newColor  = ConstantValues.GetAvailableColors() [randomNum];

        switch (type)
        {
        case BoardElement.BoardElementTypes.Cross:
            previousElement = new CrossBoardElement(previousElement.GetTransformIndex(), previousElement.GetElementValue());
            break;

        case BoardElement.BoardElementTypes.Bomb:
            previousElement = new BombBoardElement(previousElement.GetTransformIndex());
            break;

        case BoardElement.BoardElementTypes.Bell:
            previousElement = new BellBoardElement(previousElement.GetTransformIndex());
            break;

        case BoardElement.BoardElementTypes.Default:
            if (previousElement.GetElementClassType() != typeof(BoardElement))
            {
                previousElement = new BoardElement(previousElement.GetTransformIndex(), newColor);
            }
            else
            {
                previousElement.OnElementAppearance(newColor);
            }
            break;
        }

        return(previousElement);
    }
Example #2
0
    void Awake()
    {
        inst = this;

        elementsPositions    = new BoardElement[ConstantValues.totalCollums, ConstantValues.totalRows];
        matchedElemPositions = new bool[ConstantValues.totalCollums, ConstantValues.totalRows];
        possibleInput        = new bool[ConstantValues.totalCollums, ConstantValues.totalRows];
        changedPotitions     = new bool[ConstantValues.totalCollums, ConstantValues.totalRows];
        // Debug
        //DebugCheckPanels();

        int row    = 0;
        int collum = 0;

        // Assign elements to the board

        // foreach gameobject child of gameobject "GamePanel"
        for (int i = 0; i < ConstantValues.totalCollums * ConstantValues.totalRows; i++)
        {
            // if in set bounds
            if (collum < ConstantValues.totalCollums && row < ConstantValues.totalRows)
            {
                // Get a random color
                int randomNum = random.Next(0, ConstantValues.GetAvailableColors().Length);

                Vector4 newColor = ConstantValues.GetAvailableColors() [randomNum];

                // Create a new BoardElement instance an assign it to positions board
                elementsPositions[collum, row] = new BoardElement(new int[] { 0, 1, i }, newColor);
                // new animation to show the default sprite on gameobject
                currentMessageID += 1;
                messagesToClient.Add(new Messages.AnimationMessage(currentMessageID, -1, Messages.AnimationMessage.AnimationMessageTypes.ChangeSprite, elementsPositions[collum, row].GetImageTransformIndex(), (int)ConstantValues.AvailableSprites.defaultElement, newColor));
                changedPotitions[collum, row] = true;
                collum++;
                // fix collum index
                if (collum == ConstantValues.totalCollums)
                {
                    row++;
                    collum = 0;
                }
            }
            else
            {
                UnityEngine.Debug.LogError("There are more transforms on the board than collums * rows");
            }
        }
        AddWaitMessage();
        SendMessagesToClient();
    }