Properly Call FillBoard

This commit is contained in:
2025-12-14 11:01:04 +08:00
parent 6abccbe6d8
commit 68046b8960
5 changed files with 593 additions and 591 deletions

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@@ -1,225 +1,225 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using Enums;
public class SC_GameLogic : MonoBehaviour
{
private Dictionary<string, GameObject> unityObjects; //this is a dictionary of all game objects in the scene
private int score = 0; //current score
private float displayScore = 0; //for animation, i think
private GameBoard gameBoard; //game board object
private GameState currentState = GameState.Move; //current game state
public GameState CurrentState { get { return this.currentState; } }
#region MonoBehaviour
private void Awake()
{
Init();
}
private void Start()
{
StartGame();
}
private void Update()
{
this.displayScore = Mathf.Lerp(this.displayScore, this.gameBoard.Score, SC_GameVariables.Instance.scoreSpeed * Time.deltaTime);
this.unityObjects["Txt_Score"].GetComponent<TMPro.TextMeshProUGUI>().text = this.displayScore.ToString("0");
}
#endregion
#region Logic
private void Init()
{
this.unityObjects = new Dictionary<string, GameObject>();
GameObject[] _obj = GameObject.FindGameObjectsWithTag("UnityObject");
foreach (GameObject g in _obj) this.unityObjects.Add(g.name,g);
this.gameBoard = new GameBoard(7, 7);
Setup();
}
//GameBoardService
private void Setup()
{
for (int x = 0; x < this.gameBoard.Width; x++)
for (int y = 0; y < this.gameBoard.Height; y++)
{
Vector2 _pos = new Vector2(x, y);
GameObject _bgTile = Instantiate(SC_GameVariables.Instance.bgTilePrefabs, _pos, Quaternion.identity);
_bgTile.transform.SetParent(this.unityObjects["GemsHolder"].transform);
_bgTile.name = "BG Tile - " + x + ", " + y;
int _gemToUse = Random.Range(0, SC_GameVariables.Instance.gems.Length);
int iterations = 0;
while (this.gameBoard.MatchesAt(new Vector2Int(x, y), SC_GameVariables.Instance.gems[_gemToUse]) && iterations < 100)
{
_gemToUse = Random.Range(0, SC_GameVariables.Instance.gems.Length);
iterations++;
}
SpawnGem(new Vector2Int(x, y), SC_GameVariables.Instance.gems[_gemToUse]);
}
}
public void StartGame()
{
this.unityObjects["Txt_Score"].GetComponent<TextMeshProUGUI>().text = this.score.ToString("0");
}
//GameBoardService
private void SpawnGem(Vector2Int _Position, SC_Gem _GemToSpawn)
{
if (Random.Range(0, 100f) < SC_GameVariables.Instance.bombChance)
_GemToSpawn = SC_GameVariables.Instance.bomb;
SC_Gem _gem = Instantiate(_GemToSpawn, new Vector3(_Position.x, _Position.y + SC_GameVariables.Instance.dropHeight, 0f), Quaternion.identity);
_gem.transform.SetParent(this.unityObjects["GemsHolder"].transform);
_gem.name = "Gem - " + _Position.x + ", " + _Position.y;
this.gameBoard.SetGem(_Position.x,_Position.y, _gem);
_gem.SetupGem(this,_Position);
}
//GameBoardService
public void SetGem(int _X,int _Y, SC_Gem _Gem)
{
this.gameBoard.SetGem(_X,_Y, _Gem);
}
//GameBoardService
public SC_Gem GetGem(int _X, int _Y)
{
return this.gameBoard.GetGem(_X, _Y);
}
public void SetState(GameState _CurrentState)
{
this.currentState = _CurrentState;
}
//GameBoardService
public void DestroyMatches()
{
for (int i = 0; i < this.gameBoard.CurrentMatches.Count; i++)
if (this.gameBoard.CurrentMatches[i] != null)
{
ScoreCheck(this.gameBoard.CurrentMatches[i]);
DestroyMatchedGemsAt(this.gameBoard.CurrentMatches[i].posIndex);
}
StartCoroutine(DecreaseRowCo());
}
//I think, this moves gems down after a match?
//MoveGemsDown
//GameBoardService
private IEnumerator DecreaseRowCo()
{
yield return new WaitForSeconds(.2f);
int nullCounter = 0;
for (int x = 0; x < this.gameBoard.Width; x++)
{
for (int y = 0; y < this.gameBoard.Height; y++)
{
SC_Gem _curGem = this.gameBoard.GetGem(x, y);
if (_curGem == null)
{
nullCounter++;
}
else if (nullCounter > 0)
{
_curGem.posIndex.y -= nullCounter;
SetGem(x, y - nullCounter, _curGem);
SetGem(x, y, null);
}
}
nullCounter = 0;
}
StartCoroutine(FilledBoardCo());
}
//IScoreService
public void ScoreCheck(SC_Gem gemToCheck)
{
this.gameBoard.Score += gemToCheck.scoreValue;
}
//GameBoardService - DestroyMatchedGems
private void DestroyMatchedGemsAt(Vector2Int _Pos)
{
SC_Gem _curGem = this.gameBoard.GetGem(_Pos.x,_Pos.y);
if (_curGem != null)
{
Instantiate(_curGem.destroyEffect, new Vector2(_Pos.x, _Pos.y), Quaternion.identity);
Destroy(_curGem.gameObject);
SetGem(_Pos.x,_Pos.y, null);
}
}
//GameBoardService - FillBoard
private IEnumerator FilledBoardCo()
{
yield return new WaitForSeconds(0.5f);
RefillBoard();
yield return new WaitForSeconds(0.5f);
this.gameBoard.FindAllMatches();
if (this.gameBoard.CurrentMatches.Count > 0)
{
yield return new WaitForSeconds(0.5f);
DestroyMatches();
}
else
{
yield return new WaitForSeconds(0.5f);
this.currentState = GameState.Move;
}
}
//GameBoardService
private void RefillBoard()
{
for (int x = 0; x < this.gameBoard.Width; x++)
{
for (int y = 0; y < this.gameBoard.Height; y++)
{
SC_Gem _curGem = this.gameBoard.GetGem(x,y);
if (_curGem == null)
{
int gemToUse = Random.Range(0, SC_GameVariables.Instance.gems.Length);
SpawnGem(new Vector2Int(x, y), SC_GameVariables.Instance.gems[gemToUse]);
}
}
}
CheckMisplacedGems();
}
//gets all gem game objects
//if the gem is not in GameBoard, destroy it
private void CheckMisplacedGems()
{
List<SC_Gem> foundGems = new List<SC_Gem>();
foundGems.AddRange(FindObjectsOfType<SC_Gem>());
for (int x = 0; x < this.gameBoard.Width; x++)
{
for (int y = 0; y < this.gameBoard.Height; y++)
{
SC_Gem _curGem = this.gameBoard.GetGem(x, y);
if (foundGems.Contains(_curGem))
foundGems.Remove(_curGem);
}
}
foreach (SC_Gem g in foundGems)
Destroy(g.gameObject);
}
public void FindAllMatches()
{
this.gameBoard.FindAllMatches();
}
#endregion
}
// using System.Collections;
// using System.Collections.Generic;
// using TMPro;
// using UnityEngine;
// using Enums;
//
// public class SC_GameLogic : MonoBehaviour
// {
// private Dictionary<string, GameObject> unityObjects; //this is a dictionary of all game objects in the scene
// private int score = 0; //current score
// private float displayScore = 0; //for animation, i think
// private GameBoard gameBoard; //game board object
// private GameState currentState = GameState.Move; //current game state
// public GameState CurrentState { get { return this.currentState; } }
//
// #region MonoBehaviour
// private void Awake()
// {
// Init();
// }
//
// private void Start()
// {
// StartGame();
// }
//
// private void Update()
// {
// this.displayScore = Mathf.Lerp(this.displayScore, this.gameBoard.Score, SC_GameVariables.Instance.scoreSpeed * Time.deltaTime);
// this.unityObjects["Txt_Score"].GetComponent<TMPro.TextMeshProUGUI>().text = this.displayScore.ToString("0");
// }
// #endregion
//
// #region Logic
// private void Init()
// {
// this.unityObjects = new Dictionary<string, GameObject>();
// GameObject[] _obj = GameObject.FindGameObjectsWithTag("UnityObject");
// foreach (GameObject g in _obj) this.unityObjects.Add(g.name,g);
//
// this.gameBoard = new GameBoard(7, 7);
// Setup();
// }
//
// //GameBoardService
// private void Setup()
// {
// for (int x = 0; x < this.gameBoard.Width; x++)
// for (int y = 0; y < this.gameBoard.Height; y++)
// {
// Vector2 _pos = new Vector2(x, y);
// GameObject _bgTile = Instantiate(SC_GameVariables.Instance.bgTilePrefabs, _pos, Quaternion.identity);
// _bgTile.transform.SetParent(this.unityObjects["GemsHolder"].transform);
// _bgTile.name = "BG Tile - " + x + ", " + y;
//
// int _gemToUse = Random.Range(0, SC_GameVariables.Instance.gems.Length);
//
// int iterations = 0;
// while (this.gameBoard.MatchesAt(new Vector2Int(x, y), SC_GameVariables.Instance.gems[_gemToUse]) && iterations < 100)
// {
// _gemToUse = Random.Range(0, SC_GameVariables.Instance.gems.Length);
// iterations++;
// }
// SpawnGem(new Vector2Int(x, y), SC_GameVariables.Instance.gems[_gemToUse]);
// }
// }
// public void StartGame()
// {
// this.unityObjects["Txt_Score"].GetComponent<TextMeshProUGUI>().text = this.score.ToString("0");
// }
//
// //GameBoardService
// private void SpawnGem(Vector2Int _Position, SC_Gem _GemToSpawn)
// {
// if (Random.Range(0, 100f) < SC_GameVariables.Instance.bombChance)
// _GemToSpawn = SC_GameVariables.Instance.bomb;
//
// SC_Gem _gem = Instantiate(_GemToSpawn, new Vector3(_Position.x, _Position.y + SC_GameVariables.Instance.dropHeight, 0f), Quaternion.identity);
// _gem.transform.SetParent(this.unityObjects["GemsHolder"].transform);
// _gem.name = "Gem - " + _Position.x + ", " + _Position.y;
// this.gameBoard.SetGem(_Position.x,_Position.y, _gem);
// _gem.SetupGem(this,_Position);
// }
//
// //GameBoardService
// public void SetGem(int _X,int _Y, SC_Gem _Gem)
// {
// this.gameBoard.SetGem(_X,_Y, _Gem);
// }
//
// //GameBoardService
// public SC_Gem GetGem(int _X, int _Y)
// {
// return this.gameBoard.GetGem(_X, _Y);
// }
// public void SetState(GameState _CurrentState)
// {
// this.currentState = _CurrentState;
// }
//
// //GameBoardService
// public void DestroyMatches()
// {
// for (int i = 0; i < this.gameBoard.CurrentMatches.Count; i++)
// if (this.gameBoard.CurrentMatches[i] != null)
// {
// ScoreCheck(this.gameBoard.CurrentMatches[i]);
// DestroyMatchedGemsAt(this.gameBoard.CurrentMatches[i].posIndex);
// }
//
// StartCoroutine(DecreaseRowCo());
// }
//
// //I think, this moves gems down after a match?
// //MoveGemsDown
// //GameBoardService
// private IEnumerator DecreaseRowCo()
// {
// yield return new WaitForSeconds(.2f);
//
// int nullCounter = 0;
// for (int x = 0; x < this.gameBoard.Width; x++)
// {
// for (int y = 0; y < this.gameBoard.Height; y++)
// {
// SC_Gem _curGem = this.gameBoard.GetGem(x, y);
// if (_curGem == null)
// {
// nullCounter++;
// }
// else if (nullCounter > 0)
// {
// _curGem.posIndex.y -= nullCounter;
// SetGem(x, y - nullCounter, _curGem);
// SetGem(x, y, null);
// }
// }
// nullCounter = 0;
// }
//
// StartCoroutine(FilledBoardCo());
// }
//
// //IScoreService
// public void ScoreCheck(SC_Gem gemToCheck)
// {
// this.gameBoard.Score += gemToCheck.scoreValue;
// }
//
// //GameBoardService - DestroyMatchedGems
// private void DestroyMatchedGemsAt(Vector2Int _Pos)
// {
// SC_Gem _curGem = this.gameBoard.GetGem(_Pos.x,_Pos.y);
// if (_curGem != null)
// {
// Instantiate(_curGem.destroyEffect, new Vector2(_Pos.x, _Pos.y), Quaternion.identity);
//
// Destroy(_curGem.gameObject);
// SetGem(_Pos.x,_Pos.y, null);
// }
// }
//
// //GameBoardService - FillBoard
//
// private IEnumerator FilledBoardCo()
// {
// yield return new WaitForSeconds(0.5f);
// RefillBoard();
// yield return new WaitForSeconds(0.5f);
// this.gameBoard.FindAllMatches();
// if (this.gameBoard.CurrentMatches.Count > 0)
// {
// yield return new WaitForSeconds(0.5f);
// DestroyMatches();
// }
// else
// {
// yield return new WaitForSeconds(0.5f);
// this.currentState = GameState.Move;
// }
// }
//
// //GameBoardService
// private void RefillBoard()
// {
// for (int x = 0; x < this.gameBoard.Width; x++)
// {
// for (int y = 0; y < this.gameBoard.Height; y++)
// {
// SC_Gem _curGem = this.gameBoard.GetGem(x,y);
// if (_curGem == null)
// {
// int gemToUse = Random.Range(0, SC_GameVariables.Instance.gems.Length);
// SpawnGem(new Vector2Int(x, y), SC_GameVariables.Instance.gems[gemToUse]);
// }
// }
// }
// CheckMisplacedGems();
// }
// //gets all gem game objects
// //if the gem is not in GameBoard, destroy it
// private void CheckMisplacedGems()
// {
// List<SC_Gem> foundGems = new List<SC_Gem>();
// foundGems.AddRange(FindObjectsOfType<SC_Gem>());
// for (int x = 0; x < this.gameBoard.Width; x++)
// {
// for (int y = 0; y < this.gameBoard.Height; y++)
// {
// SC_Gem _curGem = this.gameBoard.GetGem(x, y);
// if (foundGems.Contains(_curGem))
// foundGems.Remove(_curGem);
// }
// }
//
// foreach (SC_Gem g in foundGems)
// Destroy(g.gameObject);
// }
// public void FindAllMatches()
// {
// this.gameBoard.FindAllMatches();
// }
//
// #endregion
// }