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Added Tetris functionality
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142
Assets/Scripts/Group.cs
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142
Assets/Scripts/Group.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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public class Group : MonoBehaviour
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{
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// Time since last gravity tick
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float lastFall = 0;
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float lastLeft = 0;
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float lastRight = 0;
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public static float fallSpeed = 1;
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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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// Default position not valid? Then it's game over
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if (!isValidGridPos())
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{
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Debug.Log("GAME OVER");
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Destroy(gameObject);
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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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// Move Left
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if ((Input.GetKey(KeyCode.LeftArrow) && Time.time - lastLeft >= .1))
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{
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transform.position += new Vector3(-1, 0, 0);
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// If position is valid
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if (isValidGridPos())
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{
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// is valid, update grid
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updateGrid();
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lastLeft = Time.time;
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}
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else
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{
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// is invalid, revert
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transform.position += new Vector3(1, 0, 0);
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}
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}
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// Move Right
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else if ((Input.GetKey(KeyCode.RightArrow) && Time.time - lastRight >= .1))
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{
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transform.position += new Vector3(1, 0, 0);
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// If position is valid
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if (isValidGridPos())
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{
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// is valid, update grid
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updateGrid();
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lastRight = Time.time;
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}
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else
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{
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// is invalid, revert
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transform.position += new Vector3(-1, 0, 0);
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}
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}
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// Rotate
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else if (Input.GetKeyDown(KeyCode.UpArrow))
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{
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transform.Rotate(0, 0, -90);
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// If position is valid
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if (isValidGridPos())
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// is valid, update grid
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updateGrid();
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else
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// is invalid, revert
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transform.Rotate(0, 0, 90);
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}
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// Move Downwards and Fall
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else if ((Input.GetKey(KeyCode.DownArrow) && Time.time - lastFall >= .05) ||
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Time.time - lastFall >= fallSpeed)
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{
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// Modify position
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transform.position += new Vector3(0, -1, 0);
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// See if valid
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if (isValidGridPos())
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{
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// It's valid. Update grid.
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updateGrid();
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}
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else
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{
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// It's not valid. revert.
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transform.position += new Vector3(0, 1, 0);
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// Clear filled horizontal lines
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Grid.deleteFullRows();
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// Spawn next Group
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FindObjectOfType<Spawner>().spawnNext();
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// Disable script
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enabled = false;
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}
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lastFall = Time.time;
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}
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}
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bool isValidGridPos()
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{
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foreach (Transform child in transform)
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{
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Vector2 v = Grid.roundVec2(child.position);
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// Not inside order
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if (!Grid.insideBorder(v))
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return false;
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// block in grid cell and not poart of same group
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if (Grid.grid[(int)v.x, (int)v.y] != null && Grid.grid[(int)v.x, (int)v.y].parent != transform)
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return false;
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}
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return true;
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}
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void updateGrid()
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{
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// Remove old childs from grid
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for(int y = 0; y < Grid.h; ++y)
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for (int x = 0; x < Grid.w; ++x)
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if (Grid.grid[x, y] != null)
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if (Grid.grid[x, y].parent == transform)
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Grid.grid[x, y] = null;
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// Add new childs
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foreach(Transform child in transform)
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{
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Vector2 v = Grid.roundVec2(child.position);
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Grid.grid[(int)v.x, (int)v.y] = child;
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}
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}
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}
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