//While blocks are not parented, allow movement and quickdrop void Update() { UpdateNeighbors(); if (transform.parent == null) { if (rigidbody.isKinematic == true) { QuickDrop(); CheckInput(); } Vector3 temp = transform.position; temp.x = Mathf.Clamp(temp.x, xMin, xMax); transform.position = temp; } if (transform.parent != null) { ActiveSideCheck side = transform.parent.GetComponent <ActiveSideCheck>(); if (side.isRightSide) { CheckMatches(); } } }
void DestroyBlocks(int x, int y) { ActiveSideCheck side = transform.parent.GetComponent <ActiveSideCheck>(); if (side.IsRightSide()) { Destroy(Blocks[x], .3f); Destroy(Blocks[y], .3f); Destroy(gameObject, .3f); AddScore(); } }