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