Esempio n. 1
0
 void ActivateBlock()
 {
     if (InactivePool.Count > 0)
     {
         BlockController NewBlock = InactivePool[0];
         InactivePool.RemoveAt(0);
         ActivePool.Add(NewBlock);
         NewBlock.Activate(new Vector3(-25, .5f, Mathf.RoundToInt(Random.Range(-5, 6))), Random.Range(0.9f, BlockSize), this);
     }
     else
     {
         GameObject newBlock = Instantiate(BlockPrefab, new Vector3(0, 0, 0), Quaternion.identity);
         ActivePool.Add(newBlock.GetComponent <BlockController>());
         newBlock.GetComponent <BlockController>().Activate(new Vector3(-25, .5f, Mathf.RoundToInt(Random.Range(-5, 6))), Random.Range(0.9f, BlockSize), this);
     }
 }
Esempio n. 2
0
    public void CallNext()
    {
        if (GameManager.IsPaused || GameManager.IsRoundOver && player != GameManager.PlayerIndex.Noll)
        {
            Debug.Log("Paused");
            return;
        }

        if (_nextBlocks.Count <= 0)
        {
            _nextBlocks = new Queue <GameObject>(blockList.OrderBy(x => Random.value));
        }



        if (_currentBlock)
        {
            for (int i = 0; i < _currentBlock.transform.childCount; i++)
            {
                _currentBlock.transform.GetChild(i).gameObject.layer = _inactiveBlockLayer;
                foreach (Collider childCollider in _currentBlock.transform.GetChild(i).GetComponentsInChildren <Collider>())
                {
                    childCollider.gameObject.layer = _inactiveBlockLayer;
                }
            }
        }


        Vector3 spawnPos = gameObject.transform.position;

        spawnPos.x += Random.Range(BlockSpawnWidth * -0.5f, BlockSpawnWidth * 0.5f);

        GameObject      cached = Instantiate(_nextBlocks.Dequeue(), spawnPos, Quaternion.identity);
        BlockController block  = cached.GetComponent <BlockController>();

        block.Activate(this, player);

        for (int i = 0; i < block.transform.childCount; i++)
        {
            block.transform.GetChild(i).gameObject.layer = _activeBlockLayer;
            foreach (Collider childCollider in block.transform.GetChild(i).GetComponentsInChildren <Collider>())
            {
                childCollider.gameObject.layer = _activeBlockLayer;
            }
        }
        _currentBlock = block;
        if (OnSpawner != null)
        {
            OnSpawner.Invoke(block, player);
        }

        //Setting new block
        if (_nextBlocks.Count < 1)
        {
            _nextBlocks = new Queue <GameObject>(blockList.OrderBy(x => Random.value));
        }



        OnNextBlockShow?.Invoke(_nextBlocks.Peek());
    }