Example #1
0
 /// <summary>
 /// Spawns DummyOrb based on the given Orb 2D array, which have the same sprite as the Orb instance at that position
 /// </summary>
 /// <param name="orbs">Referenced Orb 2D array that the spawned DummyOrb should be based on</param>
 private void spawnDummyOrbs(Orb[,] orbs)
 {
     // Loop through the Orbs array
     for (int i = 0; i < 5; i++)
     {
         for (int j = 0; j < 6; j++)
         {
             // Create DummyOrb based on Factory method
             dummyOrbs[i, j] = DummyOrb.Factory(orbs[i, j].transform.position, orbs[i, j].GetComponent <SpriteRenderer>().sprite, orbs[i, j].transform.localScale);
         }
     }
 }
        /// <summary>
        /// Initiate a rearrangement of Orb where some or all Orb are eliminated
        /// </summary>
        /// <param name="unarranged">Raw Orb 2D array with some Orb eliminated</param>
        public void rearrangeOrb(Orb[,] unarranged)
        {
            // Calculate the distance in y-axis in world space between each Orb
            float distanceBetweenOrb = unarranged[0, 0].transform.position.y - unarranged[1, 0].transform.position.y;

            // Loop through all Orbs, column by column
            for (int i = 0; i < unarranged.GetLength(1); i++)
            {
                // Loop through each column from bottom to top (i.e. from j = 4 to j = 0)
                for (int j = unarranged.GetLength(0) - 1; j >= 0; j--)
                {
                    Orb orb = unarranged[j, i];
                    if (orb.getType() == -1)
                    {
                        // Orb are eliminated
                        // Loop through all Orbs above this orb in the same column and look for any orb above it to fall down to this position
                        // Suppose j = 4, then we have to check from k = 3 to k = 0
                        for (int k = j - 1; k >= 0; k--)
                        {
                            // Check if that orb has type not equals to -1 (i.e. not eliminated)
                            if (unarranged[k, i].getType() != -1)
                            {
                                // If not eliminated, that orb should fall to the current location
                                // Set tht current orb to have that type
                                orb.setType(unarranged[k, i].getType());
                                // Eliminate the Orb that has now fall to some position below
                                unarranged[k, i].eliminate();
                                // Spawn DummyOrb that do the drop animation, and store it in the list
                                DummyOrb d = DummyOrb.Factory(unarranged[k, i].transform.position, unarranged[k, i].GetComponent <SpriteRenderer>().sprite, unarranged[k, i].transform.localScale);
                                d.StartTranslate(orb.transform.position);
                                dummyOrbs.Add(d);
                                // Listen to AnimationDone
                                d.AnimationDone += animationCallback;
                                // Increment counter
                                pendingAnimation++;
                                // We are done with this orb
                                break;
                            }
                            // This Orb is also eliminated, look for 1 higher Orb then
                        }
                        // Triggered if there are non-eliminated Orb above this current Orb
                        if (orb.getType() == -1)
                        {
                            // No orbs are above this orb to fall down to this position
                            // Loop through all Orbs above this Orb
                            for (int k = j; k >= 0; k--)
                            {
                                // Set the current Orb and every Orb above this Orb to a random type
                                int newType = Orb.GetRandomNumber(1, 5);
                                unarranged[k, i].setType(newType);
                                // Spawn a DummyOrb that translate to the position for that animation
                                // Calculate the Orb position, it should be just above the Orb itself seperated by the distance between each normal Orb
                                Vector3 dummyOrbPos = unarranged[k, i].transform.position;
                                dummyOrbPos.y += distanceBetweenOrb;
                                // Spawn DummyOrb that do the drop animation, and store it in the list
                                DummyOrb d = DummyOrb.Factory(dummyOrbPos, unarranged[k, i].GetComponent <SpriteRenderer>().sprite, unarranged[k, i].transform.localScale);
                                d.StartTranslate(unarranged[k, i].transform.position);
                                dummyOrbs.Add(d);
                                // Listen to AnimationDone
                                d.AnimationDone += animationCallback;
                                // Increment counter
                                pendingAnimation++;
                            }
                            // We are done with the entire column at this point, no point to run this loop any further since all Orb within this column is set
                            break;
                        }
                    }
                    else
                    {
                        // Orbs are not eliminated, but we are still spawning a non-moving dummyOrb for that
                        // This only applies to Orb at the bottom that are not eliminated
                        staticDummyOrbs.Add(DummyOrb.Factory(orb.transform.position, orb.GetComponent <SpriteRenderer>().sprite, orb.transform.localScale));
                    }
                }
            }
        }