Пример #1
0
        /// <summary>
        /// Grid Generator and attach required components, which help to get info of each object of grid
        /// </summary>
        private void GridGenertorCall()
        {
            gridInfo.enemyInfos.Clear();
            if (_enemyPrefabs.Length == 0 || _gridTransformParent == null)
            {
                return;
            }

            for (int i = 0; i < _gridSize.x; i++)
            {
                for (int j = 0; j < _gridSize.y; j++)
                {
                    int        number = Random.Range(0, _enemyPrefabs.Length);
                    GameObject enemy  = Instantiate(_enemyPrefabs[number]);
                    enemy.transform.position = new Vector2(_gridTransformParent.position.x + (j * _offSet), _gridTransformParent.position.y - (i * _offSet));
                    enemy.transform.SetParent(_gridTransformParent);

                    //
                    EnemyInfo enemyInfo = enemy.GetComponent <EnemyInfo>();
                    enemyInfo.EnemyPosition = new Vector2(i, j);
                    enemyInfo.IsEnemyAlive  = true;
                    enemyInfo.IsEnemyFire   = false;

                    if (i == _gridSize.x - 1)
                    {
                        enemyInfo.IsEnemyFire = true;
                    }

                    gridInfo.enemyInfos.Add(enemyInfo);
                }
            }
        }
Пример #2
0
        /// <summary>
        /// Check Enemy type are same or not.
        /// </summary>
        /// <param name="enemyInfo"></param>
        /// <returns></returns>
        private bool MatchAdjacentObject(EnemyInfo enemyInfo, Vector2 vector2)
        {
            var enemy = GridGenerator.Instance.gridInfo.enemyInfos.Find((obj) => obj.EnemyPosition == vector2);

            if (enemy != null)
            {
                if (enemyInfo.EnemyTypeValue == enemy.EnemyTypeValue)
                {
                    GridGenerator.Instance.gridInfo.enemyInfos.Remove(enemy);
                    Destroy(enemy.gameObject);
                    return(true);
                }
            }
            return(false);
        }
Пример #3
0
        /// <summary>
        /// Find Adjacent enemy and update score and delete
        /// </summary>
        /// <param name="enemyInfo"></param>
        private IEnumerator DeleteAdjacentEnemy(EnemyInfo enemyInfo)
        {
            yield return(new WaitForEndOfFrame());

            // find Adjacent Enemy , Find in above column first
            int aboveRow = (int)enemyInfo.EnemyPosition.x - 1;

            if (aboveRow >= 0)
            {
                FindAdjcentPos(enemyInfo, aboveRow);
            }

            // find Adjacent Enemy , Find in below column first
            int belowRow = (int)enemyInfo.EnemyPosition.x + 1;

            if (belowRow < GridGenerator.Instance.gridInfo.gridSize.x)
            {
                FindAdjcentPos(enemyInfo, belowRow);
            }

            // Score Update
            updateScore?.Invoke(_destroyedEnemyByBullet);
        }
Пример #4
0
        /// <summary>
        /// Find the Adjacent object position
        /// </summary>
        /// <param name="enemyInfo"></param>
        /// <param name="rowIndex"></param>
        private void FindAdjcentPos(EnemyInfo enemyInfo, int rowIndex)
        {
            // First Adjacent
            int coloumPosFirst = (int)enemyInfo.EnemyPosition.y - 1;

            if (coloumPosFirst >= 0)
            {
                if (MatchAdjacentObject(enemyInfo, new Vector2(rowIndex, coloumPosFirst)))
                {
                    _destroyedEnemyByBullet++;
                }
            }

            // Second Adjacent
            int coloumPosSecond = (int)enemyInfo.EnemyPosition.y + 1;

            if (coloumPosSecond < GridGenerator.Instance.gridInfo.gridSize.y)
            {
                if (MatchAdjacentObject(enemyInfo, new Vector2(rowIndex, coloumPosSecond)))
                {
                    _destroyedEnemyByBullet++;
                }
            }
        }