Example #1
0
 /// <summary>
 /// Event raised by the <see cref="TileBombDestroyEffect"/> when a tile enters the destroy trigger of the effect.
 /// </summary>
 /// <param name='tile'>
 /// Tile.
 /// </param>
 void OnTileEnteredDestroyTrigger(NormalTile tile)
 {
     // Make sure we don't add to the destroy list this tile or the time bomb tile it may have spawned.
     if (tile != this && tile.IsDestructible && !(tile is TimeBombTile) && tile.Freeze())
     {
         //TODO: Make the tile not match any other tiles because it will be destroyed by this effect anyway???
         tilesToDestroy.Add(tile);
     }
 }
Example #2
0
 /// <summary>
 /// Event raised by the <see cref="WinterchillEffect"/> spawned in the "SpawnEffect(float angle)" method when a tile
 /// entered the freeze trigger of the effect.
 /// </summary>
 /// <param name='tile'>
 /// Tile.
 /// </param>
 void OnTileEnteredFreezeTrigger(NormalTile tile)
 {
     //TODO: currently if a tile doesn't support the freeze effect it will not get destroyed.
     if (tile != this && tile.IsDestructible && tile.Freeze())
     {
         //TODO: Make the tile not match any other tiles because it will be destroyed by this effect anyway. ???
         tilesToDestroy.Add(tile);
     }
 }
Example #3
0
	/// <summary>
	/// Event raised by the <see cref="TileBombDestroyEffect"/> when a tile enters the destroy trigger of the effect.
	/// </summary>
	/// <param name='tile'>
	/// Tile.
	/// </param>
	void OnTileEnteredDestroyTrigger(NormalTile tile) {
		// Make sure we don't add to the destroy list this tile or the time bomb tile it may have spawned.
		if ( tile != this && tile.IsDestructible && !(tile is TimeBombTile) && tile.Freeze()) {
			//TODO: Make the tile not match any other tiles because it will be destroyed by this effect anyway???
			tilesToDestroy.Add(tile);
		}
	}
	/// <summary>
	/// Event raised by the <see cref="WinterchillEffect"/> spawned in the "SpawnEffect(float angle)" method when a tile 
	/// entered the freeze trigger of the effect.
	/// </summary>
	/// <param name='tile'>
	/// Tile.
	/// </param>
	void OnTileEnteredFreezeTrigger(NormalTile tile) {
		//TODO: currently if a tile doesn't support the freeze effect it will not get destroyed.
		if ( tile != this && tile.IsDestructible && tile.Freeze() ) {
			//TODO: Make the tile not match any other tiles because it will be destroyed by this effect anyway. ???
			tilesToDestroy.Add(tile);
		}
	}