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; }
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); }