Example #1
0
    IEnumerator SlideCoroutine()
    {
        IsAnimating = true;
        wasMoved    = false;
        GameBoard.Current.CurrentState = GameBoard.GameState.Animating;

        while (true)
        {
            // Attempt to move towards the next tile
            movePct     = 0;
            targetTileX = BoardX + SlideX;
            targetTileY = BoardY + SlideY;

            // Is this an acceptable move?
            if (targetTileX >= 0 && targetTileY >= 0 && targetTileX < GameBoard.Current.Cols && targetTileY < GameBoard.Current.Rows && GameBoard.Current.Board[targetTileY, targetTileX] == null)
            {
                // Then move us there now, and start animating
                GameBoard.Current.Board[BoardY, BoardX] = null;
                SetBlockPosition(targetTileX, targetTileY);
            }
            else
            {
                break;
            }

            // Animate movement
            lastPos = _t.localPosition;
            while (movePct < 1)
            {
                tmpPos           = lastPos;
                tmpPos.x        += (SlideX * movePct * GameBoard.Current.BlockSize);
                tmpPos.y        += (SlideY * movePct * GameBoard.Current.BlockSize);
                _t.localPosition = tmpPos;

                movePct += SlideSpeed * Time.deltaTime * GameBoard.Current.DifficultyTimeScale;
                yield return(null);
            }

            // Stop and finish movement
            BoardX           = targetTileX;
            BoardY           = targetTileY;
            _t.localPosition = GameBoard.Current.GetLocalPosition(targetTileX, targetTileY);

            wasMoved = true;
        }

        IsAnimating = false;
        SoundBoard.PlayBlockSettle();
        GameBoard.Current.CurrentState = GameBoard.GameState.Selecting;
        GameBoard.Current.ResetSelection(this, BoardX, BoardY);
        if (wasMoved)
        {
            GameBoard.Current.TestForClear(BoardX, BoardY);
        }
    }