private Queue <Tuple <PositionInGame, PositionInGame> > GetPositionToMoveByLevel(uint level) { Queue <Tuple <PositionInGame, PositionInGame> > result = new Queue <Tuple <PositionInGame, PositionInGame> >(); switch (level) { case 1: result.Enqueue(PositionInGameHelper.GetHorisontalSignalCouple()); break; case 2: result.Enqueue(PositionInGameHelper.GetVerticalSignalCouple()); break; case 3: result.Enqueue(PositionInGameHelper.GetDiagonalSignalCouple()); break; case 4: result.Enqueue(PositionInGameHelper.GetHorisontalSignalCouple()); result.Enqueue(PositionInGameHelper.GetHorisontalPlayCouple()); break; case 5: result.Enqueue(PositionInGameHelper.GetVerticalSignalCouple()); result.Enqueue(PositionInGameHelper.GetVerticalPlayCouple()); break; case 6: result.Enqueue(PositionInGameHelper.GetDiagonalSignalCouple()); result.Enqueue(PositionInGameHelper.GetDiagonalPlayCouple()); break; case 7: result.Enqueue(PositionInGameHelper.GetRandomSignalCouple()); result.Enqueue(PositionInGameHelper.GetRandomPlayCouple()); break; case 8: default: var couples = PositionInGameHelper.GetAllRandom(); foreach (var item in couples) { result.Enqueue(item); } break; //case 10: // foreach (var item in PositionInGameHelper.GetAllSignalsRandom()) // result.Enqueue(item); // break; } return(result); }
private void BeginMoveRandomSignals(Action callback) { var signalCouple = PositionInGameHelper.GetRandomSignalCouple(); animator.ChangeSquaresPosition(_timeForChangingPositions, signalCouple.Item1, signalCouple.Item2, callback); }