public void xorState(TetrimoEmotionState state){ this.emotionState ^= state; }
void Start () { emotionState = 0; switch (State) { case TetrimoState.Spawning: NextFall = FallingCooldown; // Create shape and translate it at the center top of the game field. // REMARK: Do not use translate here! Instantiate create a copy of the current object. CreateShape(); transform.position = new Vector3((int)(FieldSize.Right / 2), FieldSize.Top - 1, 0); // Check if the player has lost the game foreach (Transform child in transform) { if (FieldMatrix[(int)child.position.y, (int)child.position.x] != null) { Application.LoadLevel("GameOver"); } } name = "Tetrimo#" + (TetrimoCount-1); State = TetrimoState.Falling; break; case TetrimoState.Preview: RotationIndex = Random.Range(0, Shapes.GetLength(1)); ShapeIndex = Random.Range(0, Shapes.GetLength(0)); CreateShape(); transform.position = new Vector3(PreviewHUD.x, PreviewHUD.y); NextTetrimo = this; TetrimoCount++; name = "Tetrimo#" + TetrimoCount; break; } }