/// <summary> /// Spawns DummyOrb based on the given Orb 2D array, which have the same sprite as the Orb instance at that position /// </summary> /// <param name="orbs">Referenced Orb 2D array that the spawned DummyOrb should be based on</param> private void spawnDummyOrbs(Orb[,] orbs) { // Loop through the Orbs array for (int i = 0; i < 5; i++) { for (int j = 0; j < 6; j++) { // Create DummyOrb based on Factory method dummyOrbs[i, j] = DummyOrb.Factory(orbs[i, j].transform.position, orbs[i, j].GetComponent <SpriteRenderer>().sprite, orbs[i, j].transform.localScale); } } }
/// <summary> /// Initiate a rearrangement of Orb where some or all Orb are eliminated /// </summary> /// <param name="unarranged">Raw Orb 2D array with some Orb eliminated</param> public void rearrangeOrb(Orb[,] unarranged) { // Calculate the distance in y-axis in world space between each Orb float distanceBetweenOrb = unarranged[0, 0].transform.position.y - unarranged[1, 0].transform.position.y; // Loop through all Orbs, column by column for (int i = 0; i < unarranged.GetLength(1); i++) { // Loop through each column from bottom to top (i.e. from j = 4 to j = 0) for (int j = unarranged.GetLength(0) - 1; j >= 0; j--) { Orb orb = unarranged[j, i]; if (orb.getType() == -1) { // Orb are eliminated // Loop through all Orbs above this orb in the same column and look for any orb above it to fall down to this position // Suppose j = 4, then we have to check from k = 3 to k = 0 for (int k = j - 1; k >= 0; k--) { // Check if that orb has type not equals to -1 (i.e. not eliminated) if (unarranged[k, i].getType() != -1) { // If not eliminated, that orb should fall to the current location // Set tht current orb to have that type orb.setType(unarranged[k, i].getType()); // Eliminate the Orb that has now fall to some position below unarranged[k, i].eliminate(); // Spawn DummyOrb that do the drop animation, and store it in the list DummyOrb d = DummyOrb.Factory(unarranged[k, i].transform.position, unarranged[k, i].GetComponent <SpriteRenderer>().sprite, unarranged[k, i].transform.localScale); d.StartTranslate(orb.transform.position); dummyOrbs.Add(d); // Listen to AnimationDone d.AnimationDone += animationCallback; // Increment counter pendingAnimation++; // We are done with this orb break; } // This Orb is also eliminated, look for 1 higher Orb then } // Triggered if there are non-eliminated Orb above this current Orb if (orb.getType() == -1) { // No orbs are above this orb to fall down to this position // Loop through all Orbs above this Orb for (int k = j; k >= 0; k--) { // Set the current Orb and every Orb above this Orb to a random type int newType = Orb.GetRandomNumber(1, 5); unarranged[k, i].setType(newType); // Spawn a DummyOrb that translate to the position for that animation // Calculate the Orb position, it should be just above the Orb itself seperated by the distance between each normal Orb Vector3 dummyOrbPos = unarranged[k, i].transform.position; dummyOrbPos.y += distanceBetweenOrb; // Spawn DummyOrb that do the drop animation, and store it in the list DummyOrb d = DummyOrb.Factory(dummyOrbPos, unarranged[k, i].GetComponent <SpriteRenderer>().sprite, unarranged[k, i].transform.localScale); d.StartTranslate(unarranged[k, i].transform.position); dummyOrbs.Add(d); // Listen to AnimationDone d.AnimationDone += animationCallback; // Increment counter pendingAnimation++; } // We are done with the entire column at this point, no point to run this loop any further since all Orb within this column is set break; } } else { // Orbs are not eliminated, but we are still spawning a non-moving dummyOrb for that // This only applies to Orb at the bottom that are not eliminated staticDummyOrbs.Add(DummyOrb.Factory(orb.transform.position, orb.GetComponent <SpriteRenderer>().sprite, orb.transform.localScale)); } } } }