Example #1
0
        //private List<IRuntimeJewel> toRemoveBuff = new List<IRuntimeJewel>();

        public override void OnEnterState()
        {
            //Logger.Log<EvaluateBoardState>("OnEnterState");
            base.OnEnterState();

            // Bring in board data
            IRuntimeJewel[,] jewelMap = board.GetBoardData().GetMap();
            if (FindMatchesUtil.FindBestMatches(jewelMap).Count == 0)
            {
                OnResetState();
                return;
            }

            List <List <IRuntimeJewel> > toRemoveBuffs = FindMatchesUtil.FindMatchesBuffer(jewelMap);

            foreach (var toRemoveBuff in toRemoveBuffs)
            {
                if (toRemoveBuff.Count > 3)
                {
                    OnBonus(toRemoveBuff.Select((jewel) => { return(jewel.Data.JewelID); }).ToList());
                }
                foreach (var jewel in toRemoveBuff)
                {
                    OnRemove(jewel);
                }
            }
            if (toRemoveBuffs.Count > 0 || FindMatchesUtil.ContainsNullJewel(board.GetBoardData().GetMap()))
            {
                OnCascadeState();
            }
            else
            {
                OnCleanBoardState();
            }
        }
Example #2
0
        public override void OnEnterState()
        {
            base.OnEnterState();

            //Debug.Log("CascadeBoardState");
            List <JewelData>     jewels      = JewelDatabase.Instance.GetFullList();
            List <IRuntimeJewel> readyJewels = new List <IRuntimeJewel>();

            IRuntimeJewel[,] jewelMap = board.GetBoardData().GetMap();
            int width  = jewelMap.GetLength(0);
            int height = jewelMap.GetLength(1);


            for (int x = 0; x < width; x++)
            {
                for (int y = 0; y < height; y++)
                {
                    Vector2       pos     = new Vector2(x, y);
                    IRuntimeJewel jewel   = FindNextJewel(jewelMap, pos);
                    GameObject    UIJewel = jewel == null ? null : GameObject.Find(jewel.JewelID);
                    if (jewel == null || UIJewel == null)
                    {
                        jewel = new RuntimeJewel(jewels[Random.Range(0, jewels.Count)], pos, "Jewel_" + Count++);
                    }
                    else
                    {
                        // Rotate gem's position
                        jewel.RotatePos(pos);
                        // Remove old jewel position from buffer
                        jewelMap[(int)jewel.LastPos.x, (int)jewel.LastPos.y] = null;
                    }
                    // Place Jewel On Board
                    SetJewelData(jewel, pos);
                    // Update UI
                    readyJewels.Add(jewel);
                    // Update temp buffer
                    jewelMap[x, y] = jewel;
                }
            }

            //board.GetBoardData().PrettyJewelMap();

            // Update UI
            foreach (IRuntimeJewel jwl in readyJewels)
            {
                OnCascadeJewel(jwl);
            }
        }
Example #3
0
        public override void OnEnterState()
        {
            // Look through all jewels
            IRuntimeJewel[,] jewels = board.GetBoardData().GetMap();

            // Right here is where I need to look through all the jewels and see if two jewels are clicked
            List <IRuntimeJewel> jewelsClicked = new List <IRuntimeJewel>();

            for (int x = 0; x < jewels.GetLength(0); x++)
            {
                for (int y = 0; y < jewels.GetLength(1); y++)
                {
                    if (jewels[x, y].IsSelected)
                    {
                        jewelsClicked.Add(jewels[x, y]);
                    }
                }
            }

            if (jewelsClicked.Count <= 1)
            {
                // Clean Board state
                GameEvents.Instance.Notify <ICleanBoard>(i => i.OnBoardCleanCheck());
            }
            else if (jewelsClicked.Count == 2 && FindMatchesUtil.WillCauseMatch(jewels, jewelsClicked[0], jewelsClicked[1]))
            {
                // If the two jewels will cause a match, swap the jewels, then swap to evaluate board state
                GameEvents.Instance.Notify <ISwapBoard>(i => i.OnBoardSwapCheck());
            }
            else
            {
                // Remove all selected board state
                GameEvents.Instance.Notify <IRemoveSelectedBoard>(i => i.OnBoardRemoveSelectedCheck());
            }
        }
Example #4
0
 public void OnUnselectAll()
 {
     IRuntimeJewel[,] jewels = GameBoard.GetBoardData().GetMap();
     for (int x = 0; x < jewels.GetLength(0); x++)
     {
         for (int y = 0; y < jewels.GetLength(1); y++)
         {
             jewels[x, y].DoUnselect();
         }
     }
 }
Example #5
0
        public override void OnEnterState()
        {
            // Look through all jewels
            IRuntimeJewel[,] jewels = board.GetBoardData().GetMap();

            // Right here is where I need to look through all the jewels and see if two jewels are clicked
            List <IRuntimeJewel> jewelsClicked = new List <IRuntimeJewel>();

            for (int x = 0; x < jewels.GetLength(0); x++)
            {
                for (int y = 0; y < jewels.GetLength(1); y++)
                {
                    if (jewels[x, y].IsSelected)
                    {
                        jewelsClicked.Add(jewels[x, y]);
                    }
                }
            }

            if (jewelsClicked.Count == 2)
            {
                Vector2 pos1 = jewelsClicked[0].Pos;
                Vector2 pos2 = jewelsClicked[1].Pos;

                jewelsClicked[0].RotatePos(pos2);
                jewelsClicked[1].RotatePos(pos1);

                SetJewelData(jewelsClicked[0], jewelsClicked[0].Pos);
                SetJewelData(jewelsClicked[1], jewelsClicked[1].Pos);

                MarkPlayerSwap();
                OnSwapJewel(jewelsClicked[0], jewelsClicked[1]);
            }

            //OnSwapFinished();
        }
Example #6
0
        public override void OnEnterState()
        {
            // Look through all jewels
            IRuntimeJewel[,] jewelMap = board.GetBoardData().GetMap();
            List <SwapChoices> matchesBuff = FindMatchesUtil.FindBestMatches(jewelMap);

            if (matchesBuff.Count == 0)
            {
                int width  = jewelMap.GetLength(0);
                int height = jewelMap.GetLength(1);
                for (int y = 0; y < height; y++)
                {
                    for (int x = 0; x < width; x++)
                    {
                        OnRemove(jewelMap[x, y]);
                    }
                }
            }
            Notify();
        }
        public override void OnEnterState()
        {
            // Look through all jewels
            IRuntimeJewel[,] jewels = board.GetBoardData().GetMap();

            // Right here is where I need to look through all the jewels and see if two jewels are clicked
            List <IRuntimeJewel> jewelsClicked = new List <IRuntimeJewel>();

            for (int x = 0; x < jewels.GetLength(0); x++)
            {
                for (int y = 0; y < jewels.GetLength(1); y++)
                {
                    if (jewels[x, y].IsSelected)
                    {
                        jewels[x, y].DoUnselect();
                    }
                }
            }

            OnEvaluateBoardState();
        }
Example #8
0
 public void OnRemoveJewel(IRuntimeJewel jewel)
 {
     board.GetBoardData().SetJewel(null, jewel.Pos);
 }