Esempio n. 1
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        public void SwapPieces(MatchPiece piece, SwapDirection direction, bool checkMatches = true)
        {
            currentPiece     = piece;
            currentDirection = direction;

            bool validMove = CheckForValidMove(piece, direction);

            if (!validMove)
            {
                if (!dragMode)
                {
                    piece.gameObject.transform.DOShakePosition(0.5f, 0.3f);
                }
                return;
            }

            canMove = false;

            MatchPiece otherPiece = GetPieceByDirection(piece, direction);

            var piecePosition      = piece.transform.position;
            var otherPiecePosition = otherPiece.transform.position;

            piece.ChangeSortingLayer("ballFront");
            otherPiece.ChangeSortingLayer("ballBack");

            DOTween.Sequence()
            .Append(piece.transform.DOMove(otherPiecePosition, timeToSwap))
            .Join(otherPiece.transform.DOMove(piecePosition, timeToSwap))
            .SetEase(Ease.OutCirc)
            .OnComplete(() =>
            {
                SwapPieces(piece, otherPiece, checkMatches);
            });
        }
Esempio n. 2
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        private MatchPiece GetPieceByDirection(MatchPiece piece, SwapDirection direction)
        {
            var c = piece.column + (direction == SwapDirection.LEFT ? (-1) : direction == SwapDirection.RIGHT ? 1 : 0);
            var r = piece.row + (direction == SwapDirection.DOWN ? (-1) : direction == SwapDirection.UP ? 1 : 0);

            return(board[c][r]);
        }
Esempio n. 3
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 private bool CheckForValidMove(MatchPiece piece, SwapDirection direction)
 {
     return(!(direction == SwapDirection.LEFT && piece.column == 0 ||
              direction == SwapDirection.RIGHT && piece.column == columns - 1 ||
              direction == SwapDirection.UP && piece.row == rows - 1 ||
              direction == SwapDirection.DOWN && piece.row == 0));
 }
Esempio n. 4
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        private void SwapPieces(MatchPiece piece, MatchPiece otherPiece, bool checkMatches = true)
        {
            var pieceRow    = piece.row;
            var pieceColumn = piece.column;

            piece.row    = otherPiece.row;
            piece.column = otherPiece.column;

            otherPiece.row    = pieceRow;
            otherPiece.column = pieceColumn;

            board[piece.column][piece.row]           = piece;
            board[otherPiece.column][otherPiece.row] = otherPiece;

            canMove = true;

            if (needCheckMatches || !dragMode && checkMatches)
            {
                needCheckMatches = false;
                StartCoroutine(CheckForMatches());
            }
        }
Esempio n. 5
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        private void CreateBoard(float xOffset, float yOffset)
        {
            float startX = transform.position.x;
            float startY = transform.position.y;

            MatchPieceType[] previousLeft  = new MatchPieceType[columns];
            MatchPieceType   previousBelow = null;

            board = new MatchPiece[rows][];
            for (int x = 0; x < rows; x++)
            {
                board[x] = new MatchPiece[columns];
                for (int y = 0; y < columns; y++)
                {
                    var tile = Instantiate(
                        matchPieceObject,
                        new Vector3(startX + (xOffset * x),
                                    startY + (yOffset * y),
                                    2),
                        matchPieceObject.transform.rotation).AddComponent <MatchPiece>();

                    List <MatchPieceType> possibletypes = new List <MatchPieceType>();
                    possibletypes.AddRange(pieceTypes);

                    possibletypes.Remove(previousLeft[y]);
                    possibletypes.Remove(previousBelow);

                    MatchPieceType type = possibletypes[Random.Range(0, possibletypes.Count)];

                    tile.SetupPiece(y, x, type, TIME_TO_EXPLODE);

                    previousLeft[y] = type;
                    previousBelow   = type;

                    board[x][y] = tile;
                }
            }
        }