Esempio n. 1
0
 public void destroyBrick(CB_Brick brick)
 {
     for (int i = 0; i < brickRows - 1; ++i)
     {
         for (int j = 0; j < brickCols; ++j)
         {
             if (bricks[i][j] == brick)
             {
                 Destroy(brick.gameObject);
                 bricks[i][j] = null;
                 return;
             }
         }
     }
 }
Esempio n. 2
0
    // Use this for initialization
    void Start()
    {
        bricks = new CB_Brick[brickRows][];
        for (int i = 0; i < brickRows; ++i)
        {
            bricks[i] = new CB_Brick[brickCols];
            for (int j = 0; j < brickCols; ++j)
            {
                bricks[i][j] = null;
            }
        }

        brickSpanTimeLeft = brickSpanTime;


        worldMaterial.color = Color.black;
    }
Esempio n. 3
0
    void AppendLine()
    {
        for (int j = 0; j < brickCols; ++j)
        {
            if (bricks[brickRows - 1][j] != null)
            {
                destroyBrick(bricks[brickRows - 1][j]);
            }
        }


        for (int i = brickRows - 1; i > 0; --i)
        {
            for (int j = 0; j < brickCols; ++j)
            {
                if (bricks[i - 1][j] != null)
                {
                    Vector3 pos = bricks[i - 1][j].transform.position;
                    pos.y -= 1.5f;

                    bricks[i - 1][j].transform.position = pos;
                }
                bricks[i][j] = bricks[i - 1][j];
            }
        }


        for (int j = 0; j < brickCols; ++j)
        {
            Vector3 brickPos = transform.position;
            brickPos.x += (j * 3.2f) + 0.18f;

            CB_Brick b = Instantiate(brickPrefab, brickPos, transform.rotation) as CB_Brick;
            bricks[0][j] = b;
        }
    }