// Update is called once per frame void Update() { point = CtrlGamePlay.PositonToPointMatrix(transform.position.x, transform.position.y); if (Input.GetKeyDown(KeyCode.B)) { string s = Shape.Render(Shape.RotationMaxtrix(CtrlData.Cube_3, roll)); Debug.Log(s); } if (Input.GetKeyDown(KeyCode.D)) { int[,] type10 = new int[1, 1] { { 1 }, }; // string ss = Shape.Render(Shape.RotationMaxtrix(type10, i)); type = CtrlGamePlay.Ins.MatrixToType(type10); // type = CtrlGamePlay.Ins.MatrixToType(type10); // isCorrect = CtrlGamePlay.Ins.isTypeOf(TypeShape.crossBar_3,Shape.Clone(type10)); // roll = CtrlGamePlay.RollShape(type, type1); } Vector2 pos = CtrlGamePlay.PositonToPointMatrix(transform.position.x, transform.position.y); row = (int)pos.x; column = (int)pos.y; // isCorrect = CtrlGamePlay.IsPushShapeCorrect(CtrlGamePlay.Ins.Board,row, column); }
// Update is called once per frame void Update() { if (ClickUI.clickPause) { return; } if (GameManager.Ins.isGamePause || GameManager.Ins.isGameOver) { return; } Point = CtrlGamePlay.PositonToPointMatrix(transform.position.x, transform.position.y); if (SpriteUse != null) { if (!SpriteUse.enabled) { SpriteUse.enabled = true; } } PushToBoard(); if (Input.GetKeyDown(KeyCode.W)) { SceneManager.LoadScene(SceneManager.GetActiveScene().name); } if (isClick) { Vector3 pos = PosTarget; pos.x = Mathf.Clamp(pos.x, ClampMoveMinX, ClampMoveMaxX); PosTarget = pos; transform.position = Vector3.MoveTowards(transform.position, PosTarget, Time.deltaTime * Speed); } if (ListShape.Count <= 0) { DestroyAllCubeAndShape(); } if (isMovingDown) { Vector3 pos = transform.position; pos.y = Mathf.MoveTowards(pos.y, ClampMoveDown, Time.deltaTime * CtrlGamePlay.Ins.SpeedMoveDown + Time.deltaTime); transform.position = pos; if (transform.position.y <= ClampMoveDown) { int offset = Mathf.RoundToInt((CtrlGamePlay.Ins.initPoint.y - transform.position.y) / CtrlGamePlay.Ins.offsetY); transform.position = new Vector2(transform.position.x, CtrlGamePlay.Ins.initPoint.y - offset * CtrlGamePlay.Ins.offsetY); isMovingDown = false; } } }
public void InitPoint() { isClick = true; m_isMove = true; posInit = transform.position; PointInitCheck = CtrlGamePlay.PositonToPointMatrix(transform.position.x, transform.position.y); // CtrlGamePlay.Ins.TextPointInit.text = "Init : " + PointInitCheck.x + " " + PointInitCheck.y; }