List <LinePieces> CombinationsToList() { List <LinePieces> combos = new List <LinePieces> (); LinePieces currentLine; GamePiece piece = new GamePiece(); LinePieces searchRow = new LinePieces(); List <GamePiece> currentWord; foreach (LinePieces line in Lines) { for (int x = 0; x <= 6; x++) { currentWord = new List <GamePiece> (); searchRow.AddLine(line.Line.Where((j, i) => (i >= x) == true).ToList()); for (int y = 0; y < searchRow.Count; y++) { currentLine = new LinePieces(); piece = searchRow.Line[y]; currentWord.Add(piece); if (currentWord.Count > 1) { currentLine.AddLine(currentWord); combos.Add(currentLine); } piece = new GamePiece(); } searchRow = new LinePieces(); } } return(combos); }
List <LinePieces> GetRows() { List <LinePieces> lines = new List <LinePieces> (); LinePieces line; List <GamePiece> pieces = new List <GamePiece> (); for (float x = 1.5f; x < 7.5; x += 1.5f) { line = new LinePieces(); pieces = GamePieces.Where(z => z.transform.position.x == x).ToList(); /* Allow blank spaces to be skipped (not necessary when new pieces drop into place when others dissappear) * for(int x = 0; x < pieces.Count; x++) * { * GamePiece piece = new GamePiece(); * GamePiece piece = new GamePiece(); * * piece = pieces[x]; * nextPiece = pieces[x+1]; * * if (piece.transform.position.y + 1 != pieces * } */ line.AddLine(pieces); lines.Add(line); } return(lines); }
LinePieces GetLine() { LinePieces line = new LinePieces(); line.AddLine(_activePieces); return(line); }
List <LinePieces> GetColumns() { List <LinePieces> lines = new List <LinePieces> (); LinePieces line = new LinePieces(); List <GamePiece> pieces = new List <GamePiece> (); for (int y = 0; y < 6; y++) { line = new LinePieces(); pieces = GamePieces.Where(z => z.transform.position.y == y).ToList(); line.AddLine(pieces); lines.Add(line); } return(lines); }
// Use this for initialization void Start() { _line = new LinePieces(); }