private void Update() { if (!active) { return; } if (Time.time - previousTime > TetrisSettings.FallTime) { /*bool moveValid = true; * * while (moveValid) * { * moveValid = MoveIfValid(0, -1); * }*/ if (!MoveIfValid(0, -1)) { if (!CheckForGameOver()) { AddToGrid(); grid.GetLines(); controller.BlockPlaced(grid.LastState); active = false; } } previousTime = Time.time; } }