Create All Needed Scripts
This commit is contained in:
@@ -1,5 +1,6 @@
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using System.Collections;
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using System.Collections.Generic;
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using Enums;
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using UnityEngine;
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//This is a SINGULAR gem
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@@ -14,7 +15,7 @@ public class SC_Gem : MonoBehaviour
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private float swipeAngle = 0;
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private SC_Gem otherGem;
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public GlobalEnums.GemType type;
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public GemType type;
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public bool isMatch = false;
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private Vector2Int previousPos;
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public GameObject destroyEffect;
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@@ -25,19 +26,22 @@ public class SC_Gem : MonoBehaviour
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void Update()
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{
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if (Vector2.Distance(transform.position, posIndex) > 0.01f)
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transform.position = Vector2.Lerp(transform.position, posIndex, SC_GameVariables.Instance.gemSpeed * Time.deltaTime);
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//if the current position doesnt match the index in GameBoard, animate it to move to the correct position
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//else, we update the GameBoard with the current possition, do we need this every frame????
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if (Vector2.Distance(this.transform.position, this.posIndex) > 0.01f)
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this.transform.position = Vector2.Lerp(this.transform.position, this.posIndex, SC_GameVariables.Instance.gemSpeed * Time.deltaTime);
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else
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{
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transform.position = new Vector3(posIndex.x, posIndex.y, 0);
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scGameLogic.SetGem(posIndex.x, posIndex.y, this);
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this.transform.position = new Vector3(this.posIndex.x, this.posIndex.y, 0);
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this.scGameLogic.SetGem(this.posIndex.x, this.posIndex.y, this);
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}
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if (mousePressed && Input.GetMouseButtonUp(0))
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if (this.mousePressed && Input.GetMouseButtonUp(0))
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{
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mousePressed = false;
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if (scGameLogic.CurrentState == GlobalEnums.GameState.move)
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this.mousePressed = false;
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if (this.scGameLogic.CurrentState == GameState.Move)
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{
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finalTouchPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
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this.finalTouchPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
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CalculateAngle();
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}
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}
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@@ -45,63 +49,63 @@ public class SC_Gem : MonoBehaviour
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public void SetupGem(SC_GameLogic _ScGameLogic,Vector2Int _Position)
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{
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posIndex = _Position;
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scGameLogic = _ScGameLogic;
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this.posIndex = _Position;
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this.scGameLogic = _ScGameLogic;
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}
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//Not every gem needs this
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private void OnMouseDown()
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{
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if (scGameLogic.CurrentState == GlobalEnums.GameState.move)
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if (this.scGameLogic.CurrentState == GameState.Move)
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{
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firstTouchPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
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mousePressed = true;
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this.firstTouchPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
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this.mousePressed = true;
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}
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}
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//Not every gem needs this
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private void CalculateAngle()
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{
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swipeAngle = Mathf.Atan2(finalTouchPosition.y - firstTouchPosition.y, finalTouchPosition.x - firstTouchPosition.x);
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swipeAngle = swipeAngle * 180 / Mathf.PI;
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this.swipeAngle = Mathf.Atan2(this.finalTouchPosition.y - this.firstTouchPosition.y, this.finalTouchPosition.x - this.firstTouchPosition.x);
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this.swipeAngle = this.swipeAngle * 180 / Mathf.PI;
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if (Vector3.Distance(firstTouchPosition, finalTouchPosition) > .5f)
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if (Vector3.Distance(this.firstTouchPosition, this.finalTouchPosition) > .5f)
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MovePieces();
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}
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//Not every gem needs this, maybe
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private void MovePieces()
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{
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previousPos = posIndex;
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this.previousPos = this.posIndex;
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if (swipeAngle < 45 && swipeAngle > -45 && posIndex.x < SC_GameVariables.Instance.rowsSize - 1)
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if (this.swipeAngle < 45 && this.swipeAngle > -45 && this.posIndex.x < SC_GameVariables.Instance.rowsSize - 1)
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{
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otherGem = scGameLogic.GetGem(posIndex.x + 1, posIndex.y);
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otherGem.posIndex.x--;
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posIndex.x++;
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this.otherGem = this.scGameLogic.GetGem(this.posIndex.x + 1, this.posIndex.y);
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this.otherGem.posIndex.x--;
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this.posIndex.x++;
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}
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else if (swipeAngle > 45 && swipeAngle <= 135 && posIndex.y < SC_GameVariables.Instance.colsSize - 1)
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else if (this.swipeAngle > 45 && this.swipeAngle <= 135 && this.posIndex.y < SC_GameVariables.Instance.colsSize - 1)
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{
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otherGem = scGameLogic.GetGem(posIndex.x, posIndex.y + 1);
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otherGem.posIndex.y--;
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posIndex.y++;
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this.otherGem = this.scGameLogic.GetGem(this.posIndex.x, this.posIndex.y + 1);
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this.otherGem.posIndex.y--;
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this.posIndex.y++;
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}
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else if (swipeAngle < -45 && swipeAngle >= -135 && posIndex.y > 0)
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else if (this.swipeAngle < -45 && this.swipeAngle >= -135 && this.posIndex.y > 0)
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{
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otherGem = scGameLogic.GetGem(posIndex.x, posIndex.y - 1);
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otherGem.posIndex.y++;
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posIndex.y--;
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this.otherGem = this.scGameLogic.GetGem(this.posIndex.x, this.posIndex.y - 1);
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this.otherGem.posIndex.y++;
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this.posIndex.y--;
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}
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else if (swipeAngle > 135 || swipeAngle < -135 && posIndex.x > 0)
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else if (this.swipeAngle > 135 || this.swipeAngle < -135 && this.posIndex.x > 0)
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{
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otherGem = scGameLogic.GetGem(posIndex.x - 1, posIndex.y);
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otherGem.posIndex.x++;
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posIndex.x--;
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this.otherGem = this.scGameLogic.GetGem(this.posIndex.x - 1, this.posIndex.y);
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this.otherGem.posIndex.x++;
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this.posIndex.x--;
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}
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scGameLogic.SetGem(posIndex.x,posIndex.y, this);
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scGameLogic.SetGem(otherGem.posIndex.x, otherGem.posIndex.y, otherGem);
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this.scGameLogic.SetGem(this.posIndex.x, this.posIndex.y, this);
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this.scGameLogic.SetGem(this.otherGem.posIndex.x, this.otherGem.posIndex.y, this.otherGem);
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StartCoroutine(CheckMoveCo());
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}
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@@ -109,27 +113,27 @@ public class SC_Gem : MonoBehaviour
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//Why are we checking matches on the Gem itself
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public IEnumerator CheckMoveCo()
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{
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scGameLogic.SetState(GlobalEnums.GameState.wait);
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this.scGameLogic.SetState(GameState.Wait);
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yield return new WaitForSeconds(.5f);
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scGameLogic.FindAllMatches();
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this.scGameLogic.FindAllMatches();
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if (otherGem != null)
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if (this.otherGem != null)
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{
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if (isMatch == false && otherGem.isMatch == false)
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if (this.isMatch == false && this.otherGem.isMatch == false)
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{
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otherGem.posIndex = posIndex;
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posIndex = previousPos;
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this.otherGem.posIndex = this.posIndex;
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this.posIndex = this.previousPos;
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scGameLogic.SetGem(posIndex.x, posIndex.y, this);
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scGameLogic.SetGem(otherGem.posIndex.x, otherGem.posIndex.y, otherGem);
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this.scGameLogic.SetGem(this.posIndex.x, this.posIndex.y, this);
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this.scGameLogic.SetGem(this.otherGem.posIndex.x, this.otherGem.posIndex.y, this.otherGem);
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yield return new WaitForSeconds(.5f);
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scGameLogic.SetState(GlobalEnums.GameState.move);
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this.scGameLogic.SetState(GameState.Move);
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}
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else
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{
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scGameLogic.DestroyMatches();
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this.scGameLogic.DestroyMatches();
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}
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}
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}
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