void moveDown(GameEntity e, Vector2Int position) { var nextRowPos = BoardLogic.GetNextEmptyRow(_contexts, position); if (nextRowPos != position.y) { e.ReplacePosition(new Vector2Int(position.x, nextRowPos)); } }
void moveDown(GameEntityG e, Vector2Int position) { var nextRowPos = BoardLogic.GetNextEmptyRow(Scope, position); if (nextRowPos != position.y) { e.Replace(G.Cache <PositionG> .I.Set(new Vector2Int(position.x, nextRowPos))); } }
private void MoveDown(GameEntity entity, Vector2 position) { var nextRowPos = BoardLogic.GetNextEmptyRow(_contexts.game, position); if (nextRowPos != position.y) { entity.ReplacePosition(new Vector2(position.x, nextRowPos)); } }
protected override void Execute(List <GameEntity> entities) { var board = _contexts.game.board.value; for (int x = 0; x < board.x; x++) { var position = new Vector2Int(x, board.y); var nextRowPos = BoardLogic.GetNextEmptyRow(_contexts, position); while (nextRowPos != board.y) { _contexts.game.CreateRandomPiece(x, nextRowPos, 0); nextRowPos = BoardLogic.GetNextEmptyRow(_contexts, position); } } }
protected override void Execute(List <GameEntityG> entities) { var board = GameStateScope.Get <BoardG>().value; for (int x = 0; x < board.x; x++) { var position = new Vector2Int(x, board.y); var nextRowPos = BoardLogic.GetNextEmptyRow(GameScope, position); while (nextRowPos != board.y) { GameScope.CreateRandomPiece(x, nextRowPos); nextRowPos = BoardLogic.GetNextEmptyRow(GameScope, position); } } }
protected override void Execute(List <GameEntity> entities) { var board = _contexts.game.gameBoard; for (int column = 0; column < board.columns; column++) { var position = new Vector2(column, board.rows); var nextRowPosition = BoardLogic.GetNextEmptyRow(_contexts.game, position); while (nextRowPosition != board.rows) { _contexts.game.CreateRandomPiece(column, nextRowPosition); nextRowPosition = BoardLogic.GetNextEmptyRow(_contexts.game, position); } } }