// Use this for initialization void Start() { var _constants = BGameConstants.getInstance(); fieldVisual = new BTetrisTransform[_constants.height, _constants.depth, _constants.width]; constructColumns(); }
protected virtual void Awake() { var _constants = BGameConstants.getInstance(); field = new TetrisField(_constants.width, _constants.depth, _constants.height); field.tetrisGrid = tetrisGrid; }
bool canMoveWall(BTetrisTransform tetrimino, Vector3 direction) { var _constants = BGameConstants.getInstance(); var d = direction.normalized; var bound = tetrimino.getBound(); if (d.x > 0) { return(bound.right < _constants.width - 1); } if (d.x < 0) { return(bound.left > 0); } if (d.y > 0) { return(bound.up < _constants.height - 1); } if (d.y < 0) { return(bound.down > 1); } if (d.z > 0) { return(bound.back < _constants.depth - 1); } if (d.z < 0) { return(bound.forward > 0); } return(true); }
// Use this for initialization void Start() { var _constants = BGameConstants.getInstance(); this.tickInterval = _constants.startSpeed; StartCoroutine(tick()); this.movingPiece = this.getNextBrick(); }
public virtual BTetrisTransform getNextBrick() { var _constants = BGameConstants.getInstance(); return(builder.createRandomBrick(new Vector3( Mathf.Ceil((1.0f * _constants.width) / 2), _constants.height, Mathf.Ceil((1.0f * _constants.depth) / 2) ) )); }
// Use this for initialization void Start() { var _constant = BGameConstants.getInstance(); titleLabel.text = _constant.gameName + " " + _constant.versionName; titleLabel2.text = _constant.gameName + " " + _constant.versionName; buildNumberLabel.text = "Build " + _constant.buildNumber.ToString("0000"); this.panels.ToList().ForEach((panel) => { panel.GetComponent <BSlideInOut>().init(); }); }
void constructColumns() { var _constants = BGameConstants.getInstance(); bool alt = false; for (int x = 0; x < _constants.width; x++) { alt = !alt; for (int z = 0; z < _constants.depth; z++) { constructColumn(x, z, _constants.height, (alt? columnAltPrefab : columnPrefab)); alt = !alt; } } }
public override BTetrisTransform getNextBrick() { var _constants = BGameConstants.getInstance(); forceBricksProgress = forceBricksProgress % forceBricks.Length; var configName = forceBricks[forceBricksProgress++]; print(configName); var newBrick = this.builder.createBrick(configName, new Vector3(_constants.width / 2, _constants.height, _constants.depth / 2)); var shapeIndex = Mathf.Min(startShape, newBrick.tetriminoConfig.config.Length - 1); newBrick.setRotation(shapeIndex); return(newBrick); }
void Awake() { //Check if instance already exists if (instance == null) { //if not, set instance to this instance = this; } //If instance already exists and it's not this: else if (instance != this) { //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager. Destroy(gameObject); } //Sets this to not be destroyed when reloading scene DontDestroyOnLoad(gameObject); }
// Use this for initialization void Start() { this._constants = BGameConstants.getInstance(); }