void OnMatchingDone(List <Tile> tiles) { int count = tiles.Count; DoubleInt max = bGenerator.Grid; currentMatchCountList = new List <int>(); cManager.ChangeCombatState(CombatState.MatchClearing); //Won't Affect Tiles OnStartBoardEffect.Invoke(tiles); //Get How much tiles need to be fill for every row for (int y = 0; y < max.y; y++) { currentMatchCountList.Add(0); } foreach (var item in tiles) { ClearMatchedTiles(item.Coord.x, item.Coord.y); } OnDestroyTiles.Invoke(); //Camera Shake camShake.CameraShakeByInput(ShakeStrength, ShakeTimer); }