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Added Tetris functionality
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87
Assets/Scripts/Grid.cs
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87
Assets/Scripts/Grid.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class Grid : MonoBehaviour
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{
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// The grid
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public static int w = 10;
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public static int h = 20;
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public static Transform[,] grid = new Transform[w, h];
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private static int count = 0;
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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// Round Vector to full numbers
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public static Vector2 roundVec2(Vector2 v)
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{
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return new Vector2(Mathf.Round(v.x), Mathf.Round(v.y));
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}
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public static bool insideBorder(Vector2 pos)
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{
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return ((int)pos.x >= 0 && (int)pos.x < w && (int)pos.y >= 0);
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}
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public static void deleteRow(int y)
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{
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count++;
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for (int x = 0; x < w; ++x)
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{
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Destroy(grid[x, y].gameObject);
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grid[x, y] = null;
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}
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}
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public static void decreaseRowsAbove(int y)
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{
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for (int i = y; i < h; ++i)
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decreaseRow(i);
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}
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public static void decreaseRow(int y)
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{
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for(int x = 0; x < w; ++x)
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{
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if(grid[x,y] != null)
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{
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grid[x, y - 1] = grid[x, y];
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grid[x, y] = null;
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grid[x, y - 1].position += new Vector3(0, -1, 0);
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}
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}
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}
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public static bool isRowFull(int y)
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{
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for (int x = 0; x < w; ++x)
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if (grid[x, y] == null)
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return false;
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return true;
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}
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public static void deleteFullRows()
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{
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for (int y = 0; y < h; ++y)
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{
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if(isRowFull(y))
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{
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deleteRow(y);
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decreaseRowsAbove(y + 1);
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Group.fallSpeed -= (float)0.025;
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--y;
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}
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}
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}
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}
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