Example #1
0
    IEnumerator FallTile(NumberTile tile)
    {
        if (tile.IsOnFloor())
        {
            yield break;
        }

        List <NumberTile> aboveTiles = NumberTile.FindActiveTilesInDirection(tile, Direction.up);

        do
        {
            yield return(fallWait);

            tile.MoveTile(Direction.down);
            foreach (NumberTile aboveTile in aboveTiles)
            {
                aboveTile.MoveTile(Direction.down);
            }
        } while (!tile.IsOnFloor());

        // Add tiles to the queue to process later
        fallingTiles.Enqueue(tile);
        foreach (NumberTile aboveTile in aboveTiles)
        {
            fallingTiles.Enqueue(aboveTile);
        }
    }
Example #2
0
    IEnumerator FallAndMergeTile(NumberTile tile)
    {
        yield return(FallTile(tile));

        if (activeTile != null && tile == activeTile)
        {
            DisableControl();
        }

        if (fallingTiles.Count != 0)
        {
            yield return(new WaitForSeconds(0.2f));
        }

        List <NumberTile> mergedTiles = new List <NumberTile>();

        while (fallingTiles.Count != 0)
        {
            NumberTile fallingTile = fallingTiles.Dequeue();
            if (MergeNeighbourTiles(fallingTile, ref mergedTiles))
            {
                yield return(null);

                // Play and wait for animation to finish
                fallingTile.View.PlayUpdateAnimation();
                yield return(new WaitForSeconds(1));

                // Add the Tile again to see if it can merge with anything else
                if (fallingTile.IsOnFloor())
                {
                    fallingTiles.Enqueue(fallingTile);
                }
            }
        }

        Queue <Coroutine> fallingTilesQueue = new Queue <Coroutine>();

        foreach (NumberTile mergedTile in mergedTiles)
        {
            NumberTile neighbour = NumberTile.TryFindActiveTopTile(mergedTile);
            if (NumberTile.IsActiveTile(neighbour))
            {
                Coroutine c = StartCoroutine(FallAndMergeTile(neighbour));
                fallingTilesQueue.Enqueue(c);
            }
        }

        while (fallingTilesQueue.Count != 0)
        {
            yield return(fallingTilesQueue.Dequeue());
        }
    }