void KillPiece(Point p) { List <KilledPiece> available = new List <KilledPiece>(); for (int i = 0; i < killed.Count; i++) { if (!killed[i].falling) { available.Add(killed[i]); } } KilledPiece set = null; if (available.Count > 0) { set = available[0]; } else { GameObject kill = GameObject.Instantiate(killedPiece, killedBoard); KilledPiece kPiece = kill.GetComponent <KilledPiece>(); set = kPiece; killed.Add(kPiece); } int val = getValueAtPoint(p) - 1; if (set != null && val >= 0 && val < pieces.Length) { AS.PlayOneShot(AC[val]); set.Initialize(pieces[val], getPositionFromPoint(p)); } }
private void KillPieceAtPoint(Point point) { List <KilledPiece> available = new List <KilledPiece>(); for (int i = 0; i < killed.Count; i++) { if (!killed[i].Falling) { available.Add(killed[i]); } } KilledPiece set = null; if (available.Count > 0) { set = available[0]; } else { GameObject kill = Instantiate(KilledPiece, KilledBoard); var kPiece = kill.GetComponent <KilledPiece>(); set = kPiece; killed.Add(set); } PieceType val = GetTypeAtPoint(point) - 1; if (set != null && (int)val >= 0 && (int)val < SpritePieces.Length) { set.Initialize(SpritePieces[(int)val], GetPositionFromPoint(point)); } }
void KillPiece(Coord coord) { List <KilledPiece> available = new List <KilledPiece>(); for (int i = 0; i < piecesToKill.Count; i++) { if (!piecesToKill[i].falling) { available.Add(piecesToKill[i]); } } KilledPiece piece = null; if (available.Count > 0) { piece = available[0]; } else { GameObject kill = GameObject.Instantiate(killedPiece, killedBoard); piece = kill.GetComponent <KilledPiece>(); piecesToKill.Add(piece); } int type = getTypeAtCoord(coord) - 1; if (piece != null && type >= 0 && type < sprites.Length) { piece.Initialize(sprites[type], getPositionFromCoord(coord)); } }
private void KillPiece(Point p) { List <KilledPiece> available = new List <KilledPiece>(); for (int i = 0; i < _killed.Count; i++) { if (!_killed[i].falling) { available.Add(_killed[i]); } } KilledPiece set; if (available.Count > 0) { set = available[0]; } else { GameObject kill = Instantiate(killedPiece, killedBoard); KilledPiece kPiece = kill.GetComponent <KilledPiece>(); set = kPiece; _killed.Add(kPiece); } int value = GetValueAtPoint(p) - 1; if (set != null && value >= 0 && value < pieces.Length) { set.Initialize(pieces[value], GetPositionFromPoint(p)); } }