//CREATE A METHOD TO SHIFT DOWN ALL DATA BUT PRIOR TO THAT REMOVE ALL BOUNDS BOUNDS CHANGE BASED OFF NEW X AND YS public void OnBlockCreation() { //if bottom of block not hit keep block falling //text moving relative to canvas // movementSound = GetComponents <AudioSource>()[0]; blocksOnMap = FindObjectsOfType <Block>(); datamanager = FindObjectOfType <Datamanager>(); spriteRender = GetComponent <SpriteRenderer>(); var pos = new Vector3(6.6f, 10.74f, blockZValue); transform.position = pos; var sign = datamanager.PullSign(); var equation = datamanager.PullEquation(); datamanager.SetUpcomingText(UpComingText); var num1Str = equation[0].ToString(); var num2Str = equation[1].ToString(); var spaces = datamanager.PositionTextBasedOffEquation(num1Str.Length + num2Str.Length); equationText.text = spaces + equation[0] + sign + equation[1]; solution = datamanager.ComputeSolution(equation[0], equation[1], sign); var blockColor = allBocks[Random.Range(0, 10)]; var BlockColorNameSplit = blockColor.name.Split('_'); var rgbValues = PickParticleColor(BlockColorNameSplit[BlockColorNameSplit.Length - 1]); spriteRender.sprite = blockColor; var system = particules.GetComponent <ParticleSystem>(); var sysMain = system.main; sysMain.startColor = new Color(rgbValues[0], rgbValues[1], rgbValues[2], rgbValues[3]); color = spriteRender.color; textColor = equationText.color; active = true; }