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; } } } }
// 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; }
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; } }