コード例 #1
0
        public override void GameProc(IStateOwner pOwner)
        {
            base.GameProc(pOwner);
            if (pOwner.CurrentState is GameplayGameState stgs1)
            {
                //pOwner.EnqueueAction(() => { stgs1.PlayField.HasChanged = true; });
            }
            if (StartOperation == DateTime.MaxValue)
            {
                StartOperation = LastOperation = DateTime.Now;
            }
            if (ClearActivities.Count > 0)
            {
                DateTime useNowTime = DateTime.Now;
                foreach (var ClearActivity in ClearActivities)
                {
                    var elapsed = useNowTime - ClearActivity.StartClearTime;
                    foreach (var block in ClearActivity.Blocks)
                    {
                        ClearActivity.ClearAction.ProcessBlock(pOwner, new BlockClearData(block, new BCPoint()
                        {
                        }), elapsed);
                    }
                }
            }
            //for now we clear horizontally across...
            if ((DateTime.Now - LastOperation).TotalMilliseconds > MSBlockClearTime)
            {
                //clear another block on each row.
                var ClearResult = ClearFrame(pOwner);
                if (ClearRowInfo.Keys.Count >= 4)
                {
                    FlashState = !FlashState;
                }

                if (ClearActivities.Count > 0)
                {
                    DateTime NowTime = DateTime.Now;
                    //if there are entries in ClearActivities, we want to make sure those are cleared as well. This is the case if the cleartime has elapsed for each.
                    ClearResult |= ClearActivities.All((kvp) => { return(NowTime - kvp.StartClearTime > kvp.ClearAction.ClearTime); });
                }

                LastOperation = DateTime.Now;

                if (ClearResult)
                {
                    //reset the original State.
                    pOwner.CurrentState = _BaseState;

                    foreach (var iterate in AfterClear)
                    {
                        pOwner.EnqueueAction(iterate);
                    }
                    if (pOwner.CurrentState is GameplayGameState stgs2)
                    {
                        // pOwner.EnqueueAction(() => { stgs2.PlayField.HasChanged = true; });
                    }
                }
            }
        }
コード例 #2
0
 protected void PerformClearAct(NominoBlock[] FullRow, int index)
 {
     if (ClearAction == null)
     {
         FullRow[index] = null;
     }
     else
     {
         //if we have a clear action, then we want to create a new instance and set it up here, then add it to the ClearActivities Dictionary.
         //Remember- this is separate from our line clear style, and is used to animate each block "clearing" (shrinking away, fading, etc)
         FieldBlockClearTask fbct = new FieldBlockClearTask(ClearAction, new NominoBlock[] { FullRow[index] });
         ClearActivities.Add(fbct);
     }
 }