Esempio n. 1
0
        public void OnEndDrag(PointerEventData eventData)
        {
            //TODO: add if statement so the block and row is released only if it's dragged in a suitable socket
            _areRowsMoving = true;
            RowsManager.GenerateAdditionalRow(_gameConfiguration.columns, isRowMoving);

            _isABlockSelected = false;
        }
Esempio n. 2
0
        public void Start()
        {
            gameConfiguration = _gameConfiguration;

            DOTween.Init(true, false, LogBehaviour.Verbose).SetCapacity(200, 10);

            filledGridCells = new bool[_gameConfiguration.rows, _gameConfiguration.columns];
            blocksInGame    = new Block[_gameConfiguration.rows, _gameConfiguration.columns];

            playAreaSizing.SetPlayAreaRatio(_gameConfiguration.columns, _gameConfiguration.rows);
            playAreaSizing.GetPlayAreaDimensions();

            CellDimensions.SetCellDimensions(PlayAreaSizing.playAreaWidth, PlayAreaSizing.playAreaHeight,
                                             _gameConfiguration.columns, _gameConfiguration.rows);

            GridGeneration.GridCellsGeneration(CellDimensions.cellWidth, CellDimensions.cellHeight, _gameConfiguration.columns,
                                               _gameConfiguration.rows);

            BlockPooler.BlockPool(_gameConfiguration.columns);
            RowPooler.RowPool(_gameConfiguration.columns);

            RowsManager.GenerateFirstRow(_gameConfiguration.columns);
        }