void CollapseAnimation(object sender, Tetris.RowCollapseEventArgs args) { List <int> list = new List <int>(args.ClearedRows); list.Sort(); list.Reverse(); int offset = 0; foreach (int row in list) { moveAllAbove(row + offset, board.PrefabSize.y); IEnumerator c = moveOverTime(row + offset, board.PrefabSize.y); StartCoroutine(c); offset++; } }
void Game_BoardController_RowCollapsed(object sender, Tetris.RowCollapseEventArgs e) { rowCollapsed = true; int[] basicScores = { Single, Double, Triple, Tetris }; int thisScore = 0; if (e.ClearedRows.Count > 3) { if (prevTetris) { thisScore += B2BTetris; } else { thisScore += Tetris; } prevTetris = true; } else { thisScore += basicScores [e.ClearedRows.Count - 1]; prevTetris = false; } thisScore += residual; thisScore += comboLevel * ComboPoints; score += thisScore; int sentScore = thisScore / 100; residual = thisScore % 100; if (PlayerScored != null) { PlayerScored(this, sentScore); } }
void Board_RowCollapsed(object sender, Tetris.RowCollapseEventArgs e) { Collapse.PlayOneShot(Collapse.clip); }