public void ResetBlocks() { for (int i = 0; i < 4; i++) { mBlocks[i] = null; } mOffset.x = 0; mOffset.y = 0; mType = PieceType.I; mRotate = PieceRotate.None; }
////////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////////////// //Setup public void SetBlocks(Vector3 nPosition, Vector3 nGridSize, Vector3 nBlockSize, GameObject[] nBlocks, PieceType nType, PieceRotate nRotate) { ResetBlocks(); mType = nType; mRotate = nRotate; Color nColor; switch (nType) { case PieceType.I: nColor = SetI(nGridSize, nBlocks); break; case PieceType.J: nColor = SetJ(nGridSize, nBlocks); break; case PieceType.L: nColor = SetL(nGridSize, nBlocks); break; case PieceType.O: nColor = SetO(nGridSize, nBlocks); break; case PieceType.S: nColor = SetS(nGridSize, nBlocks); break; case PieceType.T: nColor = SetT(nGridSize, nBlocks); break; default: //case PieceType.Z: nColor = SetZ(nGridSize, nBlocks); break; } ResetBlocks(nPosition, nGridSize, nBlockSize, nColor); }