void Start() { CommonData.Play = true; CommonData.Logo_GameOver = Logo_Game_Over; CommonData.Logo_GameOver.SetActive(false); CommonData.Logo_Tetris = Logo_Tetris; CommonData.Logo_Tetris.SetActive(false); CommonData.Logo_Pause = logo_Pause; CommonData.Logo_Pause.SetActive(false); CommonData.timestep_Go = false; CommonData.Tetris_Logo_bool = false; CommonData.animation_1_active = false; CommonData.animation_2_active = false; CommonData.compressactive = false; CommonData.stepafteranimation = true; CommonData.CommonArr = new int[CommonData.Height, CommonData.Lenght]; CommonData.PoolCubes = new GameObject[CommonData.Height, CommonData.Lenght]; Parent_lines = new GameObject(); for (int i = 0; i < CommonData.Height; i++) { for (int k = 0; k < CommonData.Lenght; k++) { CommonData.CommonArr[i, k] = 0; CommonData.PoolCubes[i, k] = Instantiate(CubePrefab); } } nextElement = new NextElement(); blockController = new BlockController(nextElement.GeneretedSBT(CommonData.hint.NumberElement)); ResetPosition(); TimeLevelCount = 1; }
void ResetGame(BlockController bc) { CommonData.Play = true; CommonData.CommonArr = new int[CommonData.Height, CommonData.Lenght]; for (int i = 0; i < CommonData.Height; i++) { for (int k = 0; k < CommonData.Lenght; k++) { CommonData.CommonArr[i, k] = 0; } } NextElement nextElement = new NextElement(); bc.stateBlockTetris = nextElement.GeneretedSBT(CommonData.hint.NumberElement); Line_table = 0; Score_table = 0; CommonData.Line = 0; CommonData.Score = 0; }
public void Next_Element(BlockController bc) { bc.stateBlockTetris = nextElement.GeneretedSBT(CommonData.hint.NumberElement); }