Esempio n. 1
0
    //  Process dot for removal
    private void ProcessDot(int i, int l)
    {
        //  save the found dot
        GameObject tempDot = boardDots[i, l];

        //  re-order the matrix and move down the dots from above
        for (int t = 0; t < i; t++)
        {
            boardDots[i - t, l] = boardDots[i - t - 1, l];
            boardDots[i - t, l].GetComponent <MoveDot>().MoveDown();
        }

        //  update old dots position
        tempDot.GetComponent <MoveDot>().ResetTo(tempDot.transform.position + Vector3.up * (i + 1));

        //  refresh the found dot with new properties
        InitializeDot dotInitializer = tempDot.GetComponent <InitializeDot>();

        dotInitializer.dotType = dotTypes[UnityEngine.Random.Range(0, dotTypes.Length)];
        dotInitializer.Refresh();

        //  reactivate and move to top
        tempDot.SetActive(true);
        tempDot.GetComponent <MoveDot>().MoveDown();

        //  re-asign the old dot to fresh new start
        boardDots[0, l] = tempDot;
    }
Esempio n. 2
0
 // Start is called before the first frame update
 void Start()
 {
     boardDots = new GameObject[(int)boardSize.y, (int)boardSize.x];
     for (int i = 0; i < boardSize.y; i++)
     {
         for (int l = 0; l < boardSize.x; l++)
         {
             GameObject newDot = Instantiate(dot, new Vector3(boardSize.x / -2 + l + .5f, boardSize.y / 2 - i - .5f, 0), Quaternion.identity);
             newDot.name = "x" + l + "y" + i;
             InitializeDot dotInitializer = newDot.GetComponent <InitializeDot>();
             dotInitializer.dotType = dotTypes[UnityEngine.Random.Range(0, dotTypes.Length)];
             dotInitializer.Refresh();
             boardDots[i, l] = newDot;
         }
     }
 }