private void SpawnRow(IList <Vector2> positionsList) { IList <ICell> cells = new List <ICell>(); foreach (var position in positionsList) { Vector3 tempPosition = new Vector3(position.x, _spawnYPos, 0f); GameObject spawnedGameObject = _spawnManager.SpawnPrefab(tempPosition); ICell tempCell = _board.Cells[(int)position.x, (int)position.y]; tempCell.CurrentGameObject = spawnedGameObject; cells.Add(tempCell); } if (_lastSpawnedCell) { _lastFallCell = cells.Last(); } StartFallCommand(cells); }
public IEnumerator Cells_TryCheck(int equalsCellsCount, bool isVertical) { #region Create Managers And Board IMasterManager masterManager; ICellRegistrator cellRegistrator; IBoard board = ObjectsCreator.CreateBoard(equalsCellsCount + 3, equalsCellsCount + 3, out masterManager, out cellRegistrator); IUpdateManager updateManager = masterManager.UpdateManager; IGameplayLogicManager gameplayLogicManager = ObjectsCreator.CreateGameplayLogicManager(); INotifier gameplayNotifier = masterManager.GameplayNotifier; ISpawnManager spawnManager = masterManager.SpawnManager; IInputManager inputManager = new InputManager(gameplayNotifier); ICheckManager checkManager = new CheckManager(); #endregion #region Create Cells int startX = 2; int startY = 2; ICell swipedCell = null; for (int i = 0; i < equalsCellsCount; i++) { int x = startX; int y = startY; if (isVertical) { if (i == Mathf.Floor(equalsCellsCount / 2)) { x = startX + 1; } else { x = startX; } y = startY + i; } else { if (i == Mathf.Floor(equalsCellsCount / 2)) { y = startY + 1; } else { y = startY; } x = startX + i; } ICell cell = new NormalCell(x, y); cell.CurrentGameObject = spawnManager.SpawnPrefab(GameElementTypesEnum.RedCircle, new Vector3(x, y, 0)); cellRegistrator.RegistrateNormalCell(cell as NormalCell); board.Cells[cell.TargetX, cell.TargetY] = cell; if (i == Mathf.Floor(equalsCellsCount / 2)) { swipedCell = board.Cells[cell.TargetX, cell.TargetY]; } } #endregion yield return(new WaitForSeconds(1f)); #region SetUp Board And Managers board.Initial(); checkManager.Board = board; gameplayLogicManager.Board = board; gameplayLogicManager.CheckManager = checkManager; gameplayLogicManager.SpawnManager = spawnManager; gameplayLogicManager.Notifier = masterManager.UINotifier; inputManager.AddSubscriber(gameplayLogicManager); updateManager.AddUpdatable(inputManager as IUpdatable); updateManager.IsUpdate = true; #endregion yield return(new WaitForSeconds(1f)); #region Create And SetUp MacroCommand to use swap cells ICommand[] commands; if (isVertical) { commands = new ICommand[] { new SwipeLeftCommand(swipedCell), new SwipeRightCommand(board.Cells[swipedCell.TargetX - 1, swipedCell.TargetY]), }; } else { commands = new ICommand[] { new SwipeDownCommand(swipedCell), new SwipeUpCommand(board.Cells[swipedCell.TargetX, swipedCell.TargetY - 1]), }; } ICommand macroCommand = new MacroCommand(commands); gameplayLogicManager.MacroCommand = macroCommand; #endregion #region Try Swap Cells and get Check gameplayLogicManager.MacroCommand.Execute(); yield return(new WaitForSeconds(1f)); gameplayLogicManager.TryCheckSwipedCells(swipedCell); #endregion #region Remove From Scene yield return(new WaitForSeconds(0.2f)); updateManager.IsUpdate = false; foreach (var boadrdCell in board.Cells) { updateManager.RemoveUpdatable(boadrdCell as IUpdatable); } foreach (var cell in board.Cells) { GameObject.Destroy(cell.CurrentGameObject); } #endregion }