public override void AddStatsAsBonus(GameDriver driver, TileType statsType, float amount, TileType primaryType) { if (primaryType == TileType.None) { return; // this was an cascading or auto-match, ignore it } float now = driver.GetTime(); if (lastMatch != Mathf.Infinity && now - lastMatch < bonusThreshold) { driver.AddBonus(type, bonusAmount); } lastMatch = now; return; }