Exemplo n.º 1
0
        public CollapseInfo Collapse(IEnumerable <int> columns)
        {
            var collapseInfo = new CollapseInfo();

            foreach (var column in columns)
            {
                for (int row = 0; row < GameController.SizeMatrix - 1; row++)
                {
                    if (_dots[row, column] != null)
                    {
                        continue;
                    }

                    for (int row2 = row + 1; row2 < GameController.SizeMatrix; row2++)
                    {
                        if (_dots[row2, column] == null)
                        {
                            continue;
                        }

                        _dots[row, column]  = _dots[row2, column];
                        _dots[row2, column] = null;


                        _dots[row, column].GetComponent <Dot>().Row    = row;
                        _dots[row, column].GetComponent <Dot>().Column = column;

                        collapseInfo.AddDot(_dots[row, column]);
                        break;
                    }
                }
            }

            return(collapseInfo);
        }
Exemplo n.º 2
0
        private CollapseInfo CreateNewDotForColumn(IEnumerable <int> columnsWithMissingCandies)
        {
            CollapseInfo dotCollapseInfo = new CollapseInfo();

            foreach (int column in columnsWithMissingCandies)
            {
                var emptyItems = dots.GetEmptySlotsOnColumn(column);

                foreach (var item in emptyItems)
                {
                    var        dot           = GetRandomDot();
                    GameObject dotGameObject = Instantiate(dot, SpawnPositions[column], Quaternion.identity);
                    dotGameObject.transform.SetParent(gameObject.transform);
                    dotGameObject.transform.localScale = new Vector3(1, 1, 1);
                    dotGameObject.GetComponent <Dot>().Init(dot.GetComponent <Dot>().Type, item.Row, item.Column);
                    dots.Add(item.Row, item.Column, dotGameObject);
                    dotCollapseInfo.AddDot(dotGameObject);
                }
            }
            return(dotCollapseInfo);
        }