示例#1
0
文件: Grid.cs 项目: aparant777/DOTS
    IEnumerator SpawnDotCoroutine(int iRowNumber, int iColumnNumber)
    {
        //TODO: Remove the hard code values later
        grid[iRowNumber, iColumnNumber] = Instantiate(prefab, new Vector3(iColumnNumber * seperationX + -2f, 10f, 0), Quaternion.identity, canvasreference);

        Dots temp = grid[iRowNumber, iColumnNumber].GetComponent <Dots>();

        temp.gameObject.name = "Dot: " + iRowNumber + " " + iColumnNumber;

        StartCoroutine(temp.AnimatePosition(
                           new Vector3(iColumnNumber * seperationX + -2f, 10f, 0f),
                           new Vector3(iColumnNumber * seperationX + -2f, iRowNumber * seperationY - 3.5f, 0f), 0.3f));

        allDots.Add(temp);

        temp.RowNumber    = iRowNumber;
        temp.ColumnNumber = iColumnNumber;

        yield return(null);
    }
示例#2
0
    public void CheckStatus()
    {
        dotsRemovedInColumn = new int[6];

        if (isSquare)
        {
            connectedDotsList.Clear();
            foreach (var d in grid.allDots)
            {
                if (d.DotType == connectDotsListType)
                {
                    connectedDotsList.Add(d.gameObject);
                    d.isAlreadyConnected = true;
                }
            }
            isSquare = false;
        }

        foreach (GameObject g in connectedDotsList)
        {
            dotsRemovedInColumn[g.GetComponent <Dots>().ColumnNumber]++;
        }


        for (int i = 0; i < grid.columnSize; i++)
        {
            //if there has been no change in dots in that specific column, we ignore that column
            if (dotsRemovedInColumn[i] == 0)
            {
                continue;
            }

            GetSpecificDots(i, (dot) => {
                //we do not need to calclulate under dots for first row
                if (dot.RowNumber != 0 && !dot.isAlreadyConnected)
                {
                    int difference = GetConnectedDotsUnderConnectedDot(dot);

                    dot.SetNewCoordinates((dot.RowNumber - difference), i);

                    dot.gameObject.name = "Dot: " + dot.RowNumber + " " + dot.ColumnNumber;

                    Vector3 targetPosition = new Vector3(dot.ColumnNumber * grid.seperationX - 2f,
                                                         dot.RowNumber * grid.seperationY - 3.5f, 0);

                    StartCoroutine(dot.AnimatePosition(dot.transform.position, targetPosition, 0.1f));
                }
            });
        }


        for (int i = 0; i < 6; i++)
        {
            int removedCount = dotsRemovedInColumn[i];

            for (int j = 0; j < removedCount; j++)
            {
                int  row          = grid.rowSize - (removedCount - j);
                int  lastRowIndex = connectedDotsList.Count - 1;
                Dots dot          = connectedDotsList[lastRowIndex].GetComponent <Dots>();

                connectedDotsList.RemoveAt(lastRowIndex);

                dot.RecycleDot(row, i, grid.seperationX, grid.seperationY);
                dot.ResetDot(row, i);

                StartCoroutine(dot.AnimatePosition(dot.transform.position,
                                                   new Vector3(dot.ColumnNumber * grid.seperationX - 2f,
                                                               dot.RowNumber * grid.seperationY - 3.5f, 0), 0.1f));
            }
        }
        connectedDotsList.Clear();
    }