226 lines
7.0 KiB
C#
226 lines
7.0 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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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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#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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private void Start()
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{
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StartGame();
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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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#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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this.gameBoard = new GameBoard(7, 7);
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Setup();
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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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int _gemToUse = Random.Range(0, SC_GameVariables.Instance.gems.Length);
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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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//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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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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//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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//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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//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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StartCoroutine(DecreaseRowCo());
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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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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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StartCoroutine(FilledBoardCo());
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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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//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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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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//GameBoardService - FillBoard
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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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//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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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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#endregion
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}
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