public void Render() { //clear foreach (PieceBlock mc in pieces.Values) { Destroy(mc.gameObject); } pieces.Clear(); foreach (Vector2Int pos in data.blocks.Keys) { Block b = data.blocks[pos]; GameObject newGo = Instantiate<GameObject>(tp_piece.gameObject, transform); newGo.SetActive(true); newGo.transform.localPosition = (Vector2)pos * Overall.CELL; PieceBlock pb = newGo.GetComponent<PieceBlock>(); pb.Render(b); pieces.Add(pos, pb); } }
public void Ani_GameOver(Vector2Int p) { PieceBlock pb = pieces[p]; pb.Ani_GameOver(); }
public void Ani_CannotPut(Vector2Int p) { PieceBlock pb = pieces[p]; pb.Ani_CannotPut(); }
public void Ani_BeforeBoom(Vector2Int p) { PieceBlock pb = pieces[p]; pb.Ani_BeforeBoom(); }
public void Ani_Matech(Vector2Int p) { PieceBlock pb = pieces[p]; pb.Ani_Match(); }
public RequestMessage(PieceBlock pieceBlock) { _pieceBlock = pieceBlock; }