public void PerformTileMove(Tile t, BoardInput.SwipeDirection dir) { Tile otherTile = null; Action onSwapComplete = () => { List <Match> matches = BoardProcessor.inst.FindMatches(board, t); if (matches.Count > 0) { HighlightMatches(matches, () => { DestroyMatches(matches); }); } else { SwapTiles(t, otherTile); } }; GridPosition otherTilePos = t.gridPos + BoardInput.SwapDirectionToGridOffset(dir); if (board.GridPositionIsWithinBounds(otherTilePos)) { otherTile = board.Tiles[otherTilePos.x][otherTilePos.y]; SwapTiles(t, otherTile, onSwapComplete); } else { MoveTileToItsGridPosition(t); } }
public void Slide(BoardInput input) { switch (input) { case BoardInput.SlideUp: slideBoardUp(); break; case BoardInput.SlideDown: slideBoardDown(); break; case BoardInput.SlideLeft: slideBoardLeft(); break; case BoardInput.SlideRight: slideBoardRight(); break; default: throw new Exception($"unexpected input value {input}"); } clearMatches(); spawnNewPieces(); clearMatches(); StateChanged.Invoke(); }
public BoardWindow(string boardId, String uN) { InitializeComponent(); userName = uN; this.boardId = boardId; boardInput = new BoardInput(boardId, userName); this.DataContext = boardInput; }
private void Awake() { _puzzleSpawner = GetComponent <PuzzleSpawner>(); _puzzleView = GetComponent <PuzzleView>(); _boardInput = GetComponent <BoardInput>(); _boardAction = GetComponent <BoardAction>(); _gameAudio = GetComponent <GameBoardAudio>(); }
public async Task <IActionResult> Create(string projectId) { var model = new BoardInput { ProjectId = projectId, }; return(View(model)); }
public async Task <IActionResult> Update(BoardInput input) { if (!ModelState.IsValid) { return(View(input)); } var result = await _boardService.UpdateAsync(input); ValidateResult(result); return(View(input)); }
void Awake() { boardBomber = GetComponent <BoardBomber>(); boardClearer = GetComponent <BoardClearer>(); boardCollapser = GetComponent <BoardCollapser>(); boardDeadlock = GetComponent <BoardDeadlock>(); boardFiller = GetComponent <BoardFiller>(); boardHighlighter = GetComponent <BoardHighlighter>(); boardInput = GetComponent <BoardInput>(); boardMatcher = GetComponent <BoardMatcher>(); boardQuery = GetComponent <BoardQuery>(); boardSetup = GetComponent <BoardSetup>(); boardShuffler = GetComponent <BoardShuffler>(); boardTiles = GetComponent <BoardTiles>(); }
// Use this for initialization void Start() { // Uncomment the next two lines to hide and lock the cursor // Cursor.visible = false; // Cursor.lockState = CursorLockMode.Locked; // Get the board input script boardInput = board.GetComponent <BoardInput>(); // Get the ball start position ballStartPosition = ball.transform.localPosition; // Get the ball rigidbody ballRigidbody = ball.GetComponent <Rigidbody>(); // Prevent the player from moving at the start of the game boardInput.enabled = false; }
private void Awake() { boardInput = new BoardInput(this, connectionLine); boardSpawn = new BoardSpawn(this); boardMovement = new BoardMovement(this); }
/// <summary> /// /// </summary> public async Task <Result <CommandResult> > UpdateAsync(BoardInput input) { var updateCommand = _mapper.Map <UpdateBoardCommand>(input); return(await SendCommandAsync(updateCommand)); }
/// <summary> /// /// </summary> public async Task <Result <CommandResult> > CreateAsync(BoardInput input) { var project = _mapper.Map <CreateBoardCommand>(input); return(await SendCommandAsync(project)); }