public void SpawnNewTetris()
 {
     dropStat       = DropStat.Spawning;
     currentShapeID = UnityEngine.Random.Range(0, 7);
     SpawnTetris(currentShapeID);
     dropStat = DropStat.Dropping;
 }
 // 停止
 public void LockShape()
 {
     dropStat     = DropStat.Delaying;
     nextDroptime = 0;
     for (int i = 0; i < blocks.Length; i++)
     {
         blocks[i].transform.SetParent(TetrisManager.Instance.blockContainer);
         TetrisManager.Instance.LockedBlocks.Add(blocks[i]);
         blocks[i] = null;
     }
     TetrisManager.Instance.RefreshCells();
     TetrisManager.Instance.ClearFullRow();
 }
    /// <summary>
    /// 快速下落功能,快捷键向下箭头
    /// </summary>
    public void QuickDropDown()
    {
        if (dropStat != DropStat.Dropping)
        {
            return;
        }
        int dis = ClacGhostDistance();

        for (int i = 0; i < 4; i++)
        {
            blocks[i].Coord = blocks[i].Coord + Vector2Int.down * dis;
        }
        pivot.localPosition = pivot.localPosition + Vector3.down * dis;
        dropStat            = DropStat.Delaying;
        LockShape();
    }