public void Reset() { IsGameover = false; DownTerm = 1; ChangeScore(0); NextBlockGroup = BlockGroupInfo.GetRandomBlock(); }
public void ChangeNextBlockGroup(BlockGroupInfo info) { Reset(); Info = info; var posList = BlockCreationService.GetBlockLocalPosList(Info.GroupType); foreach (var pos in posList) { var x = pos.GetIntX() + 1; var y = pos.GetIntY() + 3; blocks[x, y].color = info.ColorType.ToColor().ToOpacity(); } Centering(info); }
private void Centering(BlockGroupInfo info) { var width = prefab.rectTransform.rect.width; var height = prefab.rectTransform.rect.height; if (info.GroupType == BlockShapeType.S || info.GroupType == BlockShapeType.Z || info.GroupType == BlockShapeType.T) { targetTransform.anchoredPosition = new Vector2(width / 2.0f, -height); } else if (info.GroupType == BlockShapeType.I) { targetTransform.anchoredPosition = new Vector2(width / 2.0f, -height / 4.0f); } else { targetTransform.anchoredPosition = new Vector2(0.0f, -height / 2.0f); } }
public void ChangeNextBlock() { GameContext.Instance.NextBlockGroup = BlockGroupInfo.GetRandomBlock(); UIController.Instance.NextBlockUI.ChangeNextBlockGroup(GameContext.Instance.NextBlockGroup); }