void OnActiveShapeLanded() { inputHandler.ResetHardDrop(); if (gridHandler.AddToGrid(ActiveShape)) { Destroy(ActiveShape.gameObject); var completedRows = gridHandler.GetCompletedRows(); CheckMathEquation(completedRows); Debug.Log(completedRows.Count); ProcessLineRemoval(completedRows.Count); gridHandler.DeleteRows(completedRows); SpawnRandomShape(false); inUseFallDelay = Mathf.Max(0, fallDelay - scoreState.Level * decreaseFallDelayByLevel); } else { GameOver(); } }