Files
match3-unity/Assets/Scripts/SC_Gem.cs
2025-12-13 19:57:35 +08:00

137 lines
4.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//This is a SINGULAR gem
public class SC_Gem : MonoBehaviour
{
[HideInInspector]
public Vector2Int posIndex;
private Vector2 firstTouchPosition;
private Vector2 finalTouchPosition;
private bool mousePressed;
private float swipeAngle = 0;
private SC_Gem otherGem;
public GlobalEnums.GemType type;
public bool isMatch = false;
private Vector2Int previousPos;
public GameObject destroyEffect;
public int scoreValue = 10;
public int blastSize = 1;
private SC_GameLogic scGameLogic;
void Update()
{
if (Vector2.Distance(transform.position, posIndex) > 0.01f)
transform.position = Vector2.Lerp(transform.position, posIndex, SC_GameVariables.Instance.gemSpeed * Time.deltaTime);
else
{
transform.position = new Vector3(posIndex.x, posIndex.y, 0);
scGameLogic.SetGem(posIndex.x, posIndex.y, this);
}
if (mousePressed && Input.GetMouseButtonUp(0))
{
mousePressed = false;
if (scGameLogic.CurrentState == GlobalEnums.GameState.move)
{
finalTouchPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
CalculateAngle();
}
}
}
public void SetupGem(SC_GameLogic _ScGameLogic,Vector2Int _Position)
{
posIndex = _Position;
scGameLogic = _ScGameLogic;
}
//Not every gem needs this
private void OnMouseDown()
{
if (scGameLogic.CurrentState == GlobalEnums.GameState.move)
{
firstTouchPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
mousePressed = true;
}
}
//Not every gem needs this
private void CalculateAngle()
{
swipeAngle = Mathf.Atan2(finalTouchPosition.y - firstTouchPosition.y, finalTouchPosition.x - firstTouchPosition.x);
swipeAngle = swipeAngle * 180 / Mathf.PI;
if (Vector3.Distance(firstTouchPosition, finalTouchPosition) > .5f)
MovePieces();
}
//Not every gem needs this, maybe
private void MovePieces()
{
previousPos = posIndex;
if (swipeAngle < 45 && swipeAngle > -45 && posIndex.x < SC_GameVariables.Instance.rowsSize - 1)
{
otherGem = scGameLogic.GetGem(posIndex.x + 1, posIndex.y);
otherGem.posIndex.x--;
posIndex.x++;
}
else if (swipeAngle > 45 && swipeAngle <= 135 && posIndex.y < SC_GameVariables.Instance.colsSize - 1)
{
otherGem = scGameLogic.GetGem(posIndex.x, posIndex.y + 1);
otherGem.posIndex.y--;
posIndex.y++;
}
else if (swipeAngle < -45 && swipeAngle >= -135 && posIndex.y > 0)
{
otherGem = scGameLogic.GetGem(posIndex.x, posIndex.y - 1);
otherGem.posIndex.y++;
posIndex.y--;
}
else if (swipeAngle > 135 || swipeAngle < -135 && posIndex.x > 0)
{
otherGem = scGameLogic.GetGem(posIndex.x - 1, posIndex.y);
otherGem.posIndex.x++;
posIndex.x--;
}
scGameLogic.SetGem(posIndex.x,posIndex.y, this);
scGameLogic.SetGem(otherGem.posIndex.x, otherGem.posIndex.y, otherGem);
StartCoroutine(CheckMoveCo());
}
//Why are we checking matches on the Gem itself
public IEnumerator CheckMoveCo()
{
scGameLogic.SetState(GlobalEnums.GameState.wait);
yield return new WaitForSeconds(.5f);
scGameLogic.FindAllMatches();
if (otherGem != null)
{
if (isMatch == false && otherGem.isMatch == false)
{
otherGem.posIndex = posIndex;
posIndex = previousPos;
scGameLogic.SetGem(posIndex.x, posIndex.y, this);
scGameLogic.SetGem(otherGem.posIndex.x, otherGem.posIndex.y, otherGem);
yield return new WaitForSeconds(.5f);
scGameLogic.SetState(GlobalEnums.GameState.move);
}
else
{
scGameLogic.DestroyMatches();
}
}
}
}