示例#1
0
        private bool ValidateMatch(Vector2Int coordinate, out List <Vector2Int> matchList)
        {
            matchList = null;

            BoardTile boardTile = tiles[coordinate.x, coordinate.y];

            if (boardTile == null)
            {
                return(false);
            }

            return(CheckForMatch(coordinate, boardTile, out matchList));
        }
示例#2
0
        private void SwapeTile(Vector2Int tile01, Vector2Int tile02, bool counting)
        {
            BoardTile boardTile01 = tiles[tile01.x, tile01.y];
            BoardTile boardTile02 = tiles[tile02.x, tile02.y];

            tiles[tile01.x, tile01.y] = boardTile02;
            tiles[tile02.x, tile02.y] = boardTile01;

            Vector3 boardTile01Pos = boardTile01.Position;
            Vector3 boardTile02Pos = boardTile02.Position;

            boardTile02.SetPosition(boardTile01Pos);
            boardTile01.SetPosition(boardTile02Pos, () => OnSwapeTileComplete(tile02, counting));
        }
示例#3
0
        private void DrawBoard(Vector3 originPosition, BoardProfile profile)
        {
            if (originPosition == null || profile.tilePack == null)
            {
                return;
            }

            Vector3   startPosition = originPosition;
            BoardTile prefab        = profile.tilePack.boardTiles[0];

            for (int x = 0; x < profile.size.x; x++)
            {
                for (int y = 0; y < profile.size.y; y++)
                {
                    Vector3 position = new Vector3(startPosition.x + (prefab.size.x * 0.5f) + (prefab.size.x * x),
                                                   startPosition.y - (prefab.size.y * 0.5f) - (prefab.size.y * y), 0);

                    DrawRect(position, prefab.size, x, y);

                    if (debug)
                    {
                        // --- Debug Coordinates ---
                        if (debugCoordinates.x == x && debugCoordinates.y == y)
                        {
                            foreach (Vector2Int adjacentItem in GetAdjacent(new Vector2Int(x, y)))
                            {
                                Vector3 position2 = new Vector3(startPosition.x + (prefab.size.x * 0.5f) + (prefab.size.x * adjacentItem.x),
                                                                startPosition.y - (prefab.size.y * 0.5f) - (prefab.size.y * adjacentItem.y), 0);

                                DrawRect(position2, prefab.size, adjacentItem.x, adjacentItem.y);
                            }
                        }
                    }
                }
            }
        }
示例#4
0
        private bool CheckForMatch(Vector2Int coordinate, BoardTile boardTile, out List <Vector2Int> matchList)
        {
            matchList = new List <Vector2Int>();
            List <Vector2Int> neighbours = GetAdjacent(coordinate);
            Vector2Int        heading    = Vector2Int.zero;

            foreach (Vector2Int neighbour in neighbours)
            {
                if (tiles[neighbour.x, neighbour.y] == null)
                {
                    continue;
                }

                if (tiles[neighbour.x, neighbour.y].id == boardTile.id)
                {
                    bool neighbourFound = true;
                    heading = neighbour - coordinate;
                    int matchCount = 2;

                    // Forward Check
                    Vector2Int lastPosition = neighbour;

                    while (neighbourFound)
                    {
                        Vector2Int newPosition = lastPosition + heading;

                        if (newPosition.x > -1 && newPosition.x < tilesDimesions.x &&
                            newPosition.y > -1 && newPosition.y < tilesDimesions.y)
                        {
                            if (tiles[newPosition.x, newPosition.y] == null)
                            {
                                neighbourFound = false;
                                continue;
                            }

                            // Found next Match
                            if (tiles[lastPosition.x, lastPosition.y].id == tiles[newPosition.x, newPosition.y].id)
                            {
                                lastPosition = newPosition;
                                matchList.Add(newPosition);
                                ++matchCount;
                                continue;
                            }
                        }

                        // Fallback if not match
                        neighbourFound = false;
                    }

                    if (matchCount > 2)
                    {
                        if (!matchList.Contains(neighbour))
                        {
                            matchList.Add(neighbour);
                        }

                        if (!matchList.Contains(coordinate))
                        {
                            matchList.Add(coordinate);
                        }
                    }
                }
            }

            return(matchList.Count > 2);
        }
示例#5
0
        private IEnumerator ValidateBoard(UnityAction callback)
        {
            // Check for Matches
            int removedTileCount = 0;

            for (int x = 0; x < tilesDimesions.x; x++)
            {
                for (int y = 0; y < tilesDimesions.y; y++)
                {
                    Vector2Int coordinate = new Vector2Int(x, y);

                    if (ValidateMatch(coordinate, out List <Vector2Int> matchList))
                    {
                        float duration = 0f;

                        // --- Clean Matches ---
                        for (int i = 0; i < matchList.Count; i++)
                        {
                            duration = tiles[matchList[i].x, matchList[i].y].Despawn();
                            tiles[matchList[i].x, matchList[i].y] = null;
                            ++removedTileCount;
                        }

                        // Event
                        if (OnMatch != null)
                        {
                            OnMatch.Invoke(matchList.Count);
                        }

                        if (removedTileCount > 0)
                        {
                            yield return(new WaitForSeconds(tweenMatchTileDelay));
                        }
                    }
                }
            }

            // --- Shifting/Refill ---
            if (removedTileCount > 0)
            {
                Vector3 startPosition = boardOriginPosition;

                for (int x = 0; x < tilesDimesions.x; x++)
                {
                    for (int y = tilesDimesions.y - 1; y >= 0; y--)
                    {
                        if (tiles[x, y] == null)
                        {
                            bool found = false;

                            for (int y2 = y; y2 >= 0; y2--)
                            {
                                if (tiles[x, y2] != null)
                                {
                                    Vector3 position = new Vector3(startPosition.x + (tileSize.x * 0.5f) + (tileSize.x * x),
                                                                   startPosition.y - (tileSize.y * 0.5f) - (tileSize.y * y), 0);

                                    tiles[x, y2].SetPosition(position);
                                    tiles[x, y]  = tiles[x, y2];
                                    tiles[x, y2] = null;
                                    found        = true;
                                    break;
                                }
                            }

                            // Refill
                            if (!found)
                            {
                                // -- Create Tileset --
                                BoardTile[] tilesetLibrary = boardProfile.tilePack.boardTiles; // TileSet
                                //int tileIndex = possibleBoardTiles[Random.Range(0, possibleBoardTiles.Count)];
                                BoardTile prefab   = tilesetLibrary[Random.Range(0, tilesetLibrary.Length)];
                                Vector3   position = new Vector3(startPosition.x + (prefab.size.x * 0.5f) + (prefab.size.x * x),
                                                                 startPosition.y - (prefab.size.y * 0.5f) - (prefab.size.y * y), 0);

                                BoardTile newTile = Instantiate(prefab, position + new Vector3(0f, 10f), prefab.transform.rotation, boardOrigin);
                                tiles[x, y] = newTile;
                                tiles[x, y].SetPosition(position);
                            }
                        }
                    }

                    yield return(new WaitForSeconds(tweenRefillRowDelay));
                }

                // Event
                if (OnRefill != null)
                {
                    OnRefill.Invoke();
                }

                // --- Revalidate Board ---
                StartCoroutine(ValidateBoard(callback));
            }
            else
            {
                if (OnNoMatch != null)
                {
                    OnNoMatch.Invoke();
                }

                callback?.Invoke();
            }
        }
示例#6
0
        private void CreateBoard(BoardProfile profile)
        {
            // --- Set Board Variables ---
            BoardTile[] tilesetLibrary = profile.tilePack.boardTiles; // TileSet
            int         tilesetLength  = tilesetLibrary.Length;

            tiles          = new BoardTile[profile.size.x, profile.size.y]; // board array2D
            tileSize       = profile.tilePack.boardTiles[0].size;
            tilesDimesions = new Vector2Int(profile.size.x, profile.size.y);

            boardOriginPosition = boardOrigin.position +
                                  new Vector3(-tilesDimesions.x * (tileSize.x * 0.5f), tilesDimesions.y * (tileSize.y * 0.5f), 0f);

            // Variables for recognition
            int[] previousLeft  = new int[profile.size.y];
            int   previousAbove = -1;

            previousLeftAbove = new int[profile.size.y];

            tweenMatchTileDelay = profile.matchTileDelay;
            tweenRefillRowDelay = profile.refillRowDelay;

            // --- Board Loop ---
            for (int x = 0; x < profile.size.x; x++)
            {
                for (int y = 0; y < profile.size.y; y++)
                {
                    // -- Create Possible TileList --
                    List <int> possibleBoardTiles = new List <int>();

                    for (int i = 0; i < tilesetLength; i++)
                    {
                        if (i != previousAbove && i != previousLeft[y])
                        {
                            if (diagonalOption && x > 0 && y > 0)
                            {
                                bool digAbove = tiles[x - 1, y - 1].id != tilesetLibrary[i].id;

                                if (y < tilesDimesions.y - 1)
                                {
                                    bool digBelow = tiles[x - 1, y + 1].id != tilesetLibrary[i].id;

                                    if (digAbove && digBelow)
                                    {
                                        possibleBoardTiles.Add(i);
                                    }
                                }
                                else if (digAbove)
                                {
                                    possibleBoardTiles.Add(i);
                                }
                            }
                            else
                            {
                                possibleBoardTiles.Add(i);
                            }
                        }
                    }

                    // -- Create Tileset --
                    int       tileIndex = possibleBoardTiles[Random.Range(0, possibleBoardTiles.Count)];
                    BoardTile prefab    = tilesetLibrary[tileIndex];
                    Vector3   position  = new Vector3(boardOriginPosition.x + (prefab.size.x * 0.5f) + (prefab.size.x * x),
                                                      boardOriginPosition.y - (prefab.size.y * 0.5f) - (prefab.size.y * y), 0);

                    BoardTile newTile = Instantiate(prefab, position, prefab.transform.rotation, boardOrigin);
                    tiles[x, y] = newTile;

                    // -- Remember last Tile --
                    previousLeft[y] = tileIndex;

                    if (y > 0)
                    {
                        previousLeftAbove[y - 1] = tileIndex;
                    }

                    previousAbove = tileIndex;
                }
            }

            // --- Check Playability ---
            if (!CheckBoardPlayable())
            {
                RecreateBoard();
            }
        }