Example #1
0
    void Update()
    {
        List <NodePiece> finishedUpdating = new List <NodePiece>();

        for (int i = 0; i < update.Count; i++)
        {
            NodePiece piece = update[i];
            if (!piece.UpdatePiece())
            {
                finishedUpdating.Add(piece);
            }
        }

        for (int i = 0; i < finishedUpdating.Count; i++)
        {
            NodePiece     piece        = finishedUpdating[i];
            FlippedPieces flip         = GetFlipped(piece);
            NodePiece     flippedPiece = null;

            int x = (int)piece.index.x;
            fills[x] = Mathf.Clamp(fills[x] - 1, 0, width);

            List <Point> connected = isConnected(piece.index, true);

            bool wasFlipped = (flip != null);
            if (wasFlipped)
            {
                flippedPiece = flip.GetOtherPiece(piece);
                AddPoints(ref connected, isConnected(flippedPiece.index, true));
            }

            if (connected.Count == 0)
            {
                if (wasFlipped)
                {
                    FlipPieces(piece.index, flippedPiece.index, false);
                }
            }
            else
            {
                foreach (Point pnt in connected)
                {
                    KillPiece(pnt);
                    Node      node      = GetNodeAtPoint(pnt);
                    NodePiece nodePiece = node.GetPiece();
                    if (nodePiece != null)
                    {
                        nodePiece.gameObject.SetActive(false);
                        dead.Add(nodePiece);
                    }
                    node.SetPiece(null);
                }
                ApplyGravityToBoard();
            }
            flipped.Remove(flip);
            update.Remove(piece);
        }
    }
Example #2
0
    void Update()
    {
        if (gameFinished == false)
        {
            List <NodePiece> finishedUpdating = new List <NodePiece>();

            timerText.text = "Time: " + timeRemaining.ToString();

            if (score >= targetScore)
            {
                gameFinished = true;
                CancelInvoke(nameof(UpdateMatch3Game));
                resultsPanel.SetActive(true);

                audioSource.clip = audioClips[1];
                audioSource.Play();

                Debug.Log("Game Complete - You Win!");
            }

            for (int i = 0; i < update.Count; i++)
            {
                NodePiece piece = update[i];

                if (piece.UpdatePiece() == false)
                {
                    finishedUpdating.Add(piece);
                }
            }

            for (int i = 0; i < finishedUpdating.Count; i++)
            {
                NodePiece     piece        = finishedUpdating[i];
                FlippedPieces flip         = GetFlipped(piece);
                NodePiece     flippedPiece = null;

                int x = (int)piece.index.x;
                fills[x] = Mathf.Clamp(fills[x] - 1, 0, width);

                List <Point> connected  = IsConnected(piece.index, true);
                bool         wasFlipped = (flip != null);

                // If flipped make this update
                if (wasFlipped)
                {
                    flippedPiece = flip.GetOtherPiece(piece);
                    AddPoints(ref connected, IsConnected(flippedPiece.index, true));
                }

                // If match wasn't made
                if (connected.Count == 0)
                {
                    // If flipped
                    if (wasFlipped)
                    {
                        FlipPieces(piece.index, flippedPiece.index, false); // Flip pieces back
                    }
                }
                else // If match is made
                {
                    // Remove the node pieces that are connected
                    foreach (Point p in connected)
                    {
                        KillPiece(p);
                        Node      node      = GetNodeAtPoint(p);
                        NodePiece nodePiece = node.GetPiece();

                        if (nodePiece != null)
                        {
                            nodePiece.gameObject.SetActive(false);
                            dead.Add(nodePiece);
                        }

                        node.SetPiece(null);
                    }

                    audioSource.clip = audioClips[0];
                    audioSource.Play();

                    ApplyGravityToBoard();
                }

                // Remove the flip after update
                flipped.Remove(flip);
                update.Remove(piece);
            }
        }
    }
    private void Update()
    {
        List <NodePiece> finishedUpdating = new List <NodePiece>();

        for (int i = 0; i < _update.Count; i++)
        {
            NodePiece piece = _update[i];
            if (!piece.UpdatePiece())
            {
                finishedUpdating.Add(piece);
            }
        }

        for (int i = 0; i < finishedUpdating.Count; i++)
        {
            NodePiece     piece        = finishedUpdating[i];
            FlippedPieces flip         = GetFlipped(piece);
            NodePiece     flippedPiece = null;

            int x = piece.index.x;
            _fills[x] = Mathf.Clamp(_fills[x] - 1, 0, Width);

            List <Point> connected = IsConnected(piece.index, true);

            bool wasFlipped = flip != null;
            if (wasFlipped)
            {
                flippedPiece = flip.GetOtherPiece(piece);
                AddPoints(ref connected, IsConnected(flippedPiece.index, true));
            }

            if (connected.Count == 0)
            {
                if (wasFlipped)
                {
                    FlipPieces(piece.index, flippedPiece.index, false);
                }
            }
            else
            {
                foreach (Point p in connected)
                {
                    KillPiece(p);
                    Node      node      = GetNodeAtPoint(p);
                    NodePiece nodePiece = node.GetPiece();
                    if (nodePiece != null)
                    {
                        nodePiece.gameObject.SetActive(false);
                        _dead.Add(nodePiece);
                        _score             += 10;
                        highScore          -= 10;
                        scoreText.text      = _score.ToString();
                        levelScoreText.text = "Ты набрал " + _score + " очков!";

                        if (highScore <= 0)
                        {
                            gameOverPanel.SetActive(true);
                        }
                    }

                    node.SetPiece(null);
                }

                ApplyGravityToBoard();
            }

            _flipped.Remove(flip);
            _update.Remove(piece);
        }
    }
    //*******Aktív fázis*******

    //Változások kezelése
    void Update()
    {
        if (battleManager.GetBattleState() == BattleState.PlayerTurn)
        {
            //Mozgások szerint a pozíciók frissítése
            List <Piece> finishedUpdatingList = new List <Piece>();
            for (int i = 0; i < updatePieceList.Count; i++)
            {
                Piece piece = updatePieceList[i];
                if (!piece.UpdatePiece())
                {
                    finishedUpdatingList.Add(piece);
                }
            }
            for (int i = 0; i < finishedUpdatingList.Count; i++)
            {
                Piece         piece        = finishedUpdatingList[i];
                FlippedPieces flip         = GetFlipped(piece);
                Piece         flippedPiece = null;

                //Simább piece esés
                int x = (int)piece.positionInGrid.x;
                fills[x] = Mathf.Clamp(fills[x] - 1, 0, width);

                List <Point> listOfConnectedPoints = IsConnected(piece.positionInGrid, true);
                bool         wasFlipped            = (flip != null);

                //Ha volt flip az update előtt megnézzük, hogy lett-e match
                if (wasFlipped)
                {
                    flippedPiece = flip.GetOtherPiece(piece);
                    IncludePoints(ref listOfConnectedPoints, IsConnected(flippedPiece.positionInGrid, true));
                }
                //Ha nem lett match
                if (listOfConnectedPoints.Count == 0)
                {
                    if (wasFlipped) //Visszacsinaljuk a flippet
                    {
                        FlipPieces(piece.positionInGrid, flippedPiece.positionInGrid, false);
                    }
                }
                //Ha match lett
                else
                {
                    //Eltávolítja a listában szereplő pontokat
                    foreach (Point pointInConnection in listOfConnectedPoints)
                    {
                        GridCell cell      = GetCellAtPoint(pointInConnection);
                        Piece    tempPiece = cell.GetPieceFromCell();

                        if (tempPiece != null)
                        {
                            tempPiece.gameObject.SetActive(false);
                            usedPieceList.Add(tempPiece);

                            //Növeljük az adott típus counterét
                            ScoreController.IncreasePoints(tempPiece.typeValue - 1);
                            battleManager.Attack(tempPiece.typeValue - 1);
                        }


                        //Kinullázzuk az adott cellához tartozó piece-t
                        cell.AddPieceToCell(null);
                        //Lyuk keletkezett, szóval hívjuk a gravitációt
                        ApplyGravityToColumn(cell.positionOfCell.x);
                    }
                    battleManager.ChangeTurn();
                }
                //Eltakarítjuk a pontokat mikor már végeztünk velük
                flippedPieceList.Remove(flip);
                updatePieceList.Remove(piece);
            }
        }

        else if (battleManager.GetBattleState() == BattleState.EnemyTurn)
        {
            int random = UnityEngine.Random.Range(1, 3);
            for (int i = 0; i < random; i++)
            {
                battleManager.Attack();
            }
            battleManager.ChangeTurn();
        }
    }