public void SpawnNewTetris() { dropStat = DropStat.Spawning; currentShapeID = UnityEngine.Random.Range(0, 7); SpawnTetris(currentShapeID); dropStat = DropStat.Dropping; }
// 停止 public void LockShape() { dropStat = DropStat.Delaying; nextDroptime = 0; for (int i = 0; i < blocks.Length; i++) { blocks[i].transform.SetParent(TetrisManager.Instance.blockContainer); TetrisManager.Instance.LockedBlocks.Add(blocks[i]); blocks[i] = null; } TetrisManager.Instance.RefreshCells(); TetrisManager.Instance.ClearFullRow(); }
/// <summary> /// 快速下落功能,快捷键向下箭头 /// </summary> public void QuickDropDown() { if (dropStat != DropStat.Dropping) { return; } int dis = ClacGhostDistance(); for (int i = 0; i < 4; i++) { blocks[i].Coord = blocks[i].Coord + Vector2Int.down * dis; } pivot.localPosition = pivot.localPosition + Vector3.down * dis; dropStat = DropStat.Delaying; LockShape(); }