void ReuseRemovedFood(FoodItems _food) { // After drop down the foods, there is hole at the top, fill it up with the food we removed and give it a new food type from prefab int foodType = Random.Range(0, foodPrefabs.Length); _food.rowIndex = (int)Def.rowCount; _food.CreateFood(foodType, foodPrefabs[foodType]); // Put it at the top frist _food.UpdatePosition(_food.rowIndex, _food.columIndex); // Drop it down slowly _food.rowIndex--; SetFoodItem(_food.rowIndex, _food.columIndex, _food); _food.UpdatePosition(_food.rowIndex, _food.columIndex, true); }
FoodItems AddRandomFoodItem(int _rowIndex, int _columIndex) { // Spawn a gameobject under the foodSpawner int foodType = Random.Range(0, foodPrefabs.Length); GameObject item = new GameObject("Item"); item.transform.SetParent(foodSpawner, false); // Give the new spawned gameobject a boxcollider2d and the fooditems.cs we made item.AddComponent <BoxCollider2D>().size = Vector2.one * Def.cellSize; FoodItems fooditems = item.AddComponent <FoodItems>(); // Give the new spawned a new position and image var its row and colum and prefab fooditems.UpdatePosition(_rowIndex, _columIndex); fooditems.CreateFood(foodType, foodPrefabs[foodType]); return(fooditems); }