Esempio n. 1
0
    public void Initialize_Candy_And_Spawn_Positions_From_Premade_Level()
    {
        Initialise_Variables();

        var premadeLevel = s_Debugging.Fill_Tiles_Array();

        if (tiles != null)
        {
            Destroy_All_Tiles();
        }

        tiles          = new s_TileArray();
        SpawnPositions = new Vector2[s_Constants.columns];

        for (int row = 0; row < s_Constants.rows; row++)
        {
            for (int column = 0; column < s_Constants.columns; column++)
            {
                GameObject newTile = null;

                newTile = Get_Specific_Tile_Or_Card(premadeLevel[row, column]);

                Instantiate_And_Place_New_Tile(row, column, newTile);
            }
        }

        Setup_Spawn_Positions();
    }
Esempio n. 2
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 public static List <GameObject> checkVerticalThree(int row, int column, s_TileArray tiles)
 {
     if (row <= s_Constants.rows - 4)
     {
         if (tiles[row, column].GetComponent <s_Tiles>().
             Is_Same_Type(tiles[row + 1, column].GetComponent <s_Tiles>()) &&
             tiles[row, column].GetComponent <s_Tiles>().
             Is_Same_Type(tiles[row + 3, column].GetComponent <s_Tiles>()))
         {
             return(new List <GameObject>()
             {
                 tiles[row, column],
                 tiles[row + 1, column],
                 tiles[row + 3, column]
             });
         }
     }
     if (row >= 2 && row <= s_Constants.rows - 2)
     {
         if (tiles[row, column].GetComponent <s_Tiles>().
             Is_Same_Type(tiles[row + 1, column].GetComponent <s_Tiles>()) &&
             tiles[row, column].GetComponent <s_Tiles>().
             Is_Same_Type(tiles[row - 2, column].GetComponent <s_Tiles>()))
         {
             return(new List <GameObject>()
             {
                 tiles[row, column],
                 tiles[row + 1, column],
                 tiles[row - 2, column]
             });
         }
     }
     return(null);
 }
Esempio n. 3
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    public static string Get_Array_Contents(s_TileArray tiles)
    {
        string empty = string.Empty;

        for (int row = s_Constants.rows - 1; row >= 0; row--)
        {
            for (int column = 0; column < s_Constants.columns; column++)
            {
                if (tiles[row, column] == null)
                {
                    empty += "NULL  |";
                }
                else
                {
                    var tile = tiles[row, column].GetComponent <s_Tiles>();
                    empty += tile.row.ToString("D2") + "-" + tile.column.ToString("D2");
                    empty += tile.Type.Substring(5, 2);

                    if (s_Card_Utilities.Includes_Remove_Whole_Row_Column(tile.Card))
                    {
                        empty += "B";
                    }
                    else
                    {
                        empty += " ";
                    }
                    empty += " | ";
                }
            }
            empty += Environment.NewLine;
        }
        return(empty);
    }
Esempio n. 4
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 public static List <GameObject> checkHorizontalThree(int row, int column, s_TileArray tiles)
 {
     if (column <= s_Constants.columns - 4)
     {
         if (tiles[row, column].GetComponent <s_Tiles>().
             Is_Same_Type(tiles[row, column + 1].GetComponent <s_Tiles>()) &&
             tiles[row, column].GetComponent <s_Tiles>().
             Is_Same_Type(tiles[row, column + 3].GetComponent <s_Tiles>()))
         {
             return(new List <GameObject>()
             {
                 tiles[row, column],
                 tiles[row, column + 1],
                 tiles[row, column + 3]
             });
         }
     }
     if (column >= 2 && column <= s_Constants.columns - 2)
     {
         if (tiles[row, column].GetComponent <s_Tiles>().
             Is_Same_Type(tiles[row, column + 1].GetComponent <s_Tiles>()) &&
             tiles[row, column].GetComponent <s_Tiles>().
             Is_Same_Type(tiles[row, column - 2].GetComponent <s_Tiles>()))
         {
             return(new List <GameObject>()
             {
                 tiles[row, column],
                 tiles[row, column + 1],
                 tiles[row, column - 2]
             });
         }
     }
     return(null);
 }
Esempio n. 5
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    public static IEnumerable <GameObject> Find_Next_Match(s_TileArray tileArray)
    {
        List <List <GameObject> > matches = new List <List <GameObject> >();

        for (int matchRow = 0; matchRow < s_Constants.rows; matchRow++)
        {
            for (int matchColumn = 0; matchColumn < s_Constants.columns; matchColumn++)
            {
                var matchOne   = checkHorizontalOne(matchRow, matchColumn, tileArray);
                var matchTwo   = checkHorizontalTwo(matchRow, matchColumn, tileArray);
                var matchThree = checkHorizontalThree(matchRow, matchColumn, tileArray);
                var matchFour  = checkVerticalOne(matchRow, matchColumn, tileArray);
                var matchFive  = checkVerticalTwo(matchRow, matchColumn, tileArray);
                var matchSix   = checkVerticalThree(matchRow, matchColumn, tileArray);

                if (matchOne != null)
                {
                    matches.Add(matchOne);
                }
                if (matchTwo != null)
                {
                    matches.Add(matchTwo);
                }
                if (matchThree != null)
                {
                    matches.Add(matchThree);
                }
                if (matchFour != null)
                {
                    matches.Add(matchFour);
                }
                if (matchFive != null)
                {
                    matches.Add(matchFive);
                }
                if (matchSix != null)
                {
                    matches.Add(matchSix);
                }

                if (matches.Count >= 3)
                {
                    return(matches[UnityEngine.Random.Range(0, matches.Count - 1)]);
                }

                if (matchRow >= s_Constants.rows / 2 && matches.Count > 0 && matches.Count <= 2)
                {
                    return(matches[UnityEngine.Random.Range(0, matches.Count - 1)]);
                }
            }
        }
        return(null);
    }
Esempio n. 6
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    private IEnumerator Check_Potential_Matches()
    {
        yield return(new WaitForSeconds(s_Constants.timeBeforeMatchCheck));

        potentialMatches = s_GameUtilities.Find_Next_Match(tiles);
        if (potentialMatches != null)
        {
            while (true)
            {
                AnimatePotentialMatchesCoroutine = s_GameUtilities.Game_Utilities(potentialMatches);
                StartCoroutine(AnimatePotentialMatchesCoroutine);
                yield return(new WaitForSeconds(s_Constants.timeBeforeMatchCheck));
            }
        }

        if (potentialMatches == null)
        {
            Destroy_All_Tiles();

            tiles          = new s_TileArray();
            SpawnPositions = new Vector2[s_Constants.columns];
            var premadeLevel = s_Debugging.Fill_Tiles_Array();

            for (int row = 0; row < s_Constants.rows; row++)
            {
                for (int column = 0; column < s_Constants.columns; column++)
                {
                    GameObject newTile = null;

                    newTile = Get_Random_Tile();

                    Instantiate_And_Place_New_Tile(row, column, newTile);
                }
            }

            Setup_Spawn_Positions();
        }
    }
Esempio n. 7
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    public static List <GameObject> checkVerticalOne(int row, int column, s_TileArray tiles)
    {
        if (row <= s_Constants.rows - 2)
        {
            if (tiles[row, column].GetComponent <s_Tiles>().
                Is_Same_Type(tiles[row + 1, column].GetComponent <s_Tiles>()))
            {
                if (column >= 1 && row >= 1)
                {
                    if (tiles[row, column].GetComponent <s_Tiles>().
                        Is_Same_Type(tiles[row - 1, column - 1].GetComponent <s_Tiles>()))
                    {
                        return(new List <GameObject>()
                        {
                            tiles[row, column],
                            tiles[row + 1, column],
                            tiles[row - 1, column - 1]
                        });
                    }
                }

                if (column <= s_Constants.columns - 2 && row >= 1)
                {
                    if (tiles[row, column].GetComponent <s_Tiles>().
                        Is_Same_Type(tiles[row - 1, column + 1].GetComponent <s_Tiles>()))
                    {
                        return(new List <GameObject>()
                        {
                            tiles[row, column],
                            tiles[row + 1, column],
                            tiles[row - 1, column + 1]
                        });
                    }
                }
            }
        }
        return(null);
    }
Esempio n. 8
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    public static List <GameObject> checkHorizontalTwo(int row, int column, s_TileArray tiles)
    {
        if (column <= s_Constants.columns - 3)
        {
            if (tiles[row, column].GetComponent <s_Tiles>().
                Is_Same_Type(tiles[row, column + 1].GetComponent <s_Tiles>()))
            {
                if (row >= 1 && column <= s_Constants.columns - 3)
                {
                    if (tiles[row, column].GetComponent <s_Tiles>().
                        Is_Same_Type(tiles[row - 1, column + 2].GetComponent <s_Tiles>()))
                    {
                        return(new List <GameObject>()
                        {
                            tiles[row, column],
                            tiles[row, column + 1],
                            tiles[row - 1, column + 2]
                        });
                    }
                }

                if (row <= s_Constants.rows - 2 && column <= s_Constants.columns - 3)
                {
                    if (tiles[row, column].GetComponent <s_Tiles>().
                        Is_Same_Type(tiles[row + 1, column + 2].GetComponent <s_Tiles>()))
                    {
                        return(new List <GameObject>()
                        {
                            tiles[row, column],
                            tiles[row, column + 1],
                            tiles[row + 1, column + 2]
                        });
                    }
                }
            }
        }
        return(null);
    }
Esempio n. 9
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    public void Initialise_Tile_And_Spawn_Positions()
    {
        Initialise_Variables();

        if (tiles != null)
        {
            Destroy_All_Tiles();
        }

        tiles          = new s_TileArray();
        SpawnPositions = new Vector2[s_Constants.columns];

        for (int row = 0; row < s_Constants.rows; row++)
        {
            for (int columns = 0; columns < s_Constants.columns; columns++)
            {
                GameObject newTile = Get_Random_Tile();

                while (columns >= 2 && tiles[row, columns - 1].GetComponent <s_Tiles>().Is_Same_Type(newTile.GetComponent <s_Tiles>()) &&
                       tiles[row, columns - 2].GetComponent <s_Tiles>().Is_Same_Type(newTile.GetComponent <s_Tiles>()))
                {
                    newTile = Get_Random_Tile();
                }

                while (row >= 2 && tiles[row - 1, columns].GetComponent <s_Tiles>().Is_Same_Type(newTile.GetComponent <s_Tiles>()) &&
                       tiles[row - 2, columns].GetComponent <s_Tiles>().Is_Same_Type(newTile.GetComponent <s_Tiles>()))
                {
                    newTile = Get_Random_Tile();
                }

                Instantiate_And_Place_New_Tile(row, columns, newTile);
            }
        }

        Setup_Spawn_Positions();
    }
Esempio n. 10
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 public static void ShowArray(s_TileArray tiles)
 {
     Debug.Log(Get_Array_Contents(tiles));
 }