// if true means it's piece which is left after row destruction private void Start() { spawnPointY = transform.position.y; moveOffset = 1.0f; minigameManager = GetComponentInParent <MinigameManager>(); minigameManager.ButtonEvents.OnLeftButtonPressed += HandleLeftButton; minigameManager.ButtonEvents.OnRightButtonPressed += HandleRightButton; minigameManager.ButtonEvents.OnUpButtonPressed += HandleRotation; minigameManager.ButtonEvents.OnDownButtonPressed += HandleDown; if (!valid_move()) { // TODO: manage loss } }
private void Start() { minigameManager = GetComponentInParent <MinigameManager>(); minigameManager.TetrisEvents.OnTetrisBlockDropped += HandleTetrisDropped; SpawnNewPiece(); }