If a placement won't create a combo, you can now play instantly
Improved character animations to play during loss/win, and to reset during a rematch Drop tiles won't be rendered if 0
This commit is contained in:
parent
e64deabf8a
commit
d45841455b
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@ -1700,7 +1700,7 @@ MonoBehaviour:
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Combo: 0
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score: 0
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AutoDeathTime: 10
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desiredAnimation: 0
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animationNetwork: 0
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timeInState: 0
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lastState: 0
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awaitingNeutral: 0
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@ -1732,9 +1732,10 @@ MonoBehaviour:
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place2: {fileID: 0}
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place3: {fileID: 0}
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place4: {fileID: 0}
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Happy: {fileID: 7423281609888576017}
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Sad: {fileID: 214475789282727722}
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Idle: {fileID: 4556693131245901252}
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characterAnimations:
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- {fileID: 1875531967}
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- {fileID: 4293858750101964589}
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- {fileID: 8346224333079188498}
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--- !u!1 &4556693130865902302
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GameObject:
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m_ObjectHideFlags: 0
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@ -2699,7 +2700,7 @@ MonoBehaviour:
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Combo: 0
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score: 0
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AutoDeathTime: 10
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desiredAnimation: 0
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animationNetwork: 0
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timeInState: 0
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lastState: 0
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awaitingNeutral: 0
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@ -2731,9 +2732,10 @@ MonoBehaviour:
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place2: {fileID: 0}
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place3: {fileID: 0}
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place4: {fileID: 0}
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Happy: {fileID: 1816384742524827005}
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Sad: {fileID: 4833124837759943605}
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Idle: {fileID: 4556693132352434247}
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characterAnimations:
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- {fileID: 134040983}
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- {fileID: 7660003724060655205}
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- {fileID: 1818911326882958009}
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--- !u!1 &4556693131863321704
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GameObject:
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m_ObjectHideFlags: 0
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@ -12,7 +12,7 @@ public class SimpleAnimationLoop : MonoBehaviour {
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renderer = GetComponent<SpriteRenderer>();
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}
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private void Update() {
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public void Update() {
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var frameindex = Mathf.FloorToInt(Time.time / frameTime);
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renderer.sprite = sprites[frameindex % sprites.Length];
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}
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@ -97,8 +97,17 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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// Time without moving that the game will kill you if you have lethal trash
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public float AutoDeathTime = 10f;
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[NetVar('a', true, true)]
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public byte animationNetwork;
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public enum AnimationName { Idle, Happy, Sad }
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public AnimationName desiredAnimation;
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public AnimationName desiredAnimation {
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get {
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return (AnimationName)animationNetwork;
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} set {
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animationNetwork = (byte)value;
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}
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}
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public float timeInState = 0;
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public DelayState lastState = DelayState.None;
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@ -155,10 +164,15 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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GhostActivations(); // Cool FX!
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board = ClearActivation(board);
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//board = Collapse(board); // Turns out THIS is what breaks the cool collapse effects
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board = Collapse(board); // Turns out THIS is what breaks the cool collapse effects
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// Overriding this like a dirty fellow to let me add negative buffer time
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timeInState = -0.5f * airCollapseTime; // Take 1.5x longer to collapse from combo chain
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lastState = DelayState.Collapse;
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if (IsActivatable(board)){
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timeInState = -0.5f * airCollapseTime; // Take 1.5x longer to collapse from combo chain
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} else {
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timeInState = airCollapseTime; // instant
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}
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lastState = DelayState.Collapse;
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delayState = DelayState.Collapse;
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return;
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}
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@ -199,7 +213,8 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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// at the piles of trash that killed them
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active = false;
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yield return new WaitForSeconds(timer);
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if (timer > 0f)
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yield return new WaitForSeconds(timer);
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// First, crumble the board to be really cool
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for(int x = 0; x < board.Count; ++x) {
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var col = board[x];
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@ -210,8 +225,6 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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// Now, re-initialize the board, so those falling pieces are the last of our board
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board = BoardStateExtension.Initialize();
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render.RebuildStack(board);
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render.Render(board);
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}
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#endregion
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@ -320,7 +333,9 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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//this[dropColumn, dropHeight] = TileInfo.CreateRandomBlockTile();
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bs = ReduceCountdowns(bs);
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bs = Collapse(bs);
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delayState = DelayState.Collapse;
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if (IsActivatable(board) || IsSpecialActivable(board))
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delayState = DelayState.Collapse;
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SwapTiles();
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ReplaceNextTile();
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@ -676,6 +691,41 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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}
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return bs;
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}
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bool IsActivatable(BoardState bs) {
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for (int x = 0; x < bs.Count; ++x) {
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var col = bs[x];
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for(int y = 0; y < col.Count; ++y) {
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var tile = bs.tile(x, y);
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if (tile.kind.Equals(TileKind.Activator)){
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var tilecolor = tile.color;
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var neighbors = Neighbors(x, y, bs);
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foreach(var n in neighbors){
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var nkind = n.kind;
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var ncolor = n.color;
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if (tilecolor == ncolor && (nkind == TileKind.Block || nkind == TileKind.Activator)){
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return true;
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}
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}
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}
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}
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}
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return false;
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}
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bool IsSpecialActivable(BoardState bs){
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for (int x = 0; x < bs.Count; ++x) {
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var col = bs[x];
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for (int y = 0; y < col.Count; ++y) {
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var tile = col[y];
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if (tile.kind == TileKind.Special) return y > 0;
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}
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}
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return false;
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}
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#endregion
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static BoardState Collapse(BoardState bs) {
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@ -702,19 +752,12 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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private float nextNetworkTick;
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public void Update() {
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if (!active) {
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render.RenderName();
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return;
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}
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if (isMine) {
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if (isMine && active) {
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//checkDirty();
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render.RebuildStack(board);
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GameLogic();
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render.SetAnimation();
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if (Time.time >= nextNetworkTick && NetworkManager.inRoom){
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UpdateNow();
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nextNetworkTick = Time.time + networkTick;
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@ -722,23 +765,23 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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}
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render.RebuildStack(board);
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render.Render(board);
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// HACK So uh, there's an issue with air tiles taking two renders to be removed right, so uh, two renders it is. - Texel
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// Seriously I can't believe this works this is dirty
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if (board != null){
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render.RebuildStack(board);
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render.Render(board);
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}
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// It does make it render twice as fast, I have idea
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// i fix by doing two rebuild stacks >:)
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// render.Render(board);
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render.SetAnimation();
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render.SetComboLevel(Combo);
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render.SetScoreValue(score);
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var pair = currentPair;
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var pairp = GetPlacePosition(board, playerRotation, dropColumn);
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render.RenderPlacement(pair.left, pair.right, pairp.left, pairp.right);
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render.RenderName();
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if (CurrentDrop == 0){
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render.ClearPlacement();
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} else {
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var pair = currentPair;
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var pairp = GetPlacePosition(board, playerRotation, dropColumn);
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render.RenderPlacement(pair.left, pair.right, pairp.left, pairp.right);
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}
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}
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public override void Awake() {
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@ -763,18 +806,23 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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incomingTrash = 0;
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score = 0;
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render.NickNameText.text = ""; // Clear the nickname text to prevent multi->arcade corruption
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render.RenderName();
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nextActivator = TilesUntilActivator;
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nextSpecial = ActivatorsUntilSpecial;
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delayState = DelayState.None;
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timeInState = 0;
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ReplaceNextTile();
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SwapTiles();
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ReplaceNextTile();
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CurrentDrop = 0;
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NextDrop = 0;
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}
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public void StartGame(){
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if (isMine){
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ReplaceNextTile();
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SwapTiles();
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ReplaceNextTile();
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foreach(var c in board){
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c.Add(TileInfo.CreateRandomBlockTile());
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c.Add(TileInfo.CreateRandomBlockTile());
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@ -792,6 +840,8 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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public void Clear(){
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delayState = DelayState.None;
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StartCoroutine(HandleLoss(0f));
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desiredAnimation = AnimationName.Idle;
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}
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public IEnumerable<TileInfo> Neighbors(int x, int y, BoardState bs) {
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@ -10,7 +10,9 @@ public class GameBoardInstance : MonoBehaviour {
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public static GameBoardInstance instance { get; private set; }
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public GameBoard player1, player2;
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public bool readyActive;
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public bool gameActive;
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public bool gameSetActive;
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[Header("Text")]
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public TextMeshProUGUI headerTextMesh;
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@ -104,11 +106,16 @@ public class GameBoardInstance : MonoBehaviour {
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callback = StartSinglePlayer;
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}
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player1.Setup();
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player2.Setup();
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GameTransition.Instance.state = GameState.InGame;
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StartCoroutine(StartGameTimer(3f, callback));
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}
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private IEnumerator StartGameTimer(float timer, System.Action callback){
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readyActive = true;
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var t = Time.time;
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while(Time.time - t <= timer){
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headerTextMesh.text = Mathf.CeilToInt(timer - (Time.time - t)).ToString();
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PlayerProperties.CreatePlayerHashtable();
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callback();
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gameActive = true;
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readyActive = false;
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yield return new WaitForSeconds(2f);
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headerTextMesh.text = "";
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private IEnumerator EndGameTimer(float timer){
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gameActive = false;
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gameSetActive = true;
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headerTextMesh.text = Localization.GetString(gameSetKey);
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yield return new WaitForSeconds(timer);
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headerTextMesh.text = "";
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gameSetActive = false;
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GameTransition.Instance.state = GameState.Continue;
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Rematch.Instance.Setup();
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}
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private void StartSinglePlayer(){
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player1.Setup();
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player2.Setup();
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player1.StartGame();
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player2.StartGame();
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player2.StartAI(new[] { 0.5f, 0.2f, 0.1f, 0f }[AIDifficulty]);
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}
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private void StartMultiPlayer(){
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player1.Setup();
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player2.Setup();
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player1.StartGame();
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player2.StartGame();
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}
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public void ExitGame(bool force = false){
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@ -25,30 +25,47 @@ public class GameBoardRender : MonoBehaviour {
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public TileRender place2;
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public TileRender place3, place4; // Next tile display
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public GameObject Happy, Sad, Idle;
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public SimpleAnimationLoop[] characterAnimations;
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private float soonestChangeTime = 0f;
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public void SetAnimation() {
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bool enableHappy = false, enableSad = false, enableIdle = false;
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var index = 0;
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if (Time.time < soonestChangeTime) return;
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if (GameTransition.Instance.state == GameState.InGame){
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// default idle
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if (GameBoardInstance.instance.readyActive){
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index = 0;
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}
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// regular Texel way
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else if (GameBoardInstance.instance.gameActive){
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switch(board.desiredAnimation) {
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case GameBoard.AnimationName.Happy:
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soonestChangeTime = Time.time + 5f;
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enableHappy = true;
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break;
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case GameBoard.AnimationName.Sad:
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soonestChangeTime = Time.time + 5f;
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enableSad = true;
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break;
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case GameBoard.AnimationName.Idle:
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enableIdle = true;
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break;
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}
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if (Time.time < soonestChangeTime) return;
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if (Happy) Happy.SetActive(enableHappy);
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if (Sad) Sad.SetActive(enableSad);
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if (Idle) Idle.SetActive(enableIdle);
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switch(board.desiredAnimation) {
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case GameBoard.AnimationName.Happy:
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case GameBoard.AnimationName.Sad:
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soonestChangeTime = Time.time + 5f;
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break;
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}
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index = (int)board.desiredAnimation;
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}
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// win or loss
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else if (GameBoardInstance.instance.gameSetActive){
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index = board.delayState == GameBoard.DelayState.Loss ? 2 : 1;
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}
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}
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// lol no nothing
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else return;
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// can't disable it?
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var selected = characterAnimations[index];
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foreach(var a in characterAnimations){
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if (a != selected)
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a.gameObject.SetActive(false);
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}
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selected.gameObject.SetActive(true);
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selected.Update();
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}
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// Dramatically slow falls in combo mode
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@ -137,6 +154,8 @@ public class GameBoardRender : MonoBehaviour {
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if (NetworkManager.inRoom && board.authorityID != -1){
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var player = NetworkManager.net.CurrentRoom.GetPlayer(board.authorityID);
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NickNameText.text = player.NickName;
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} else {
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NickNameText.text = string.Empty;
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}
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}
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@ -194,6 +213,13 @@ public class GameBoardRender : MonoBehaviour {
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Destroy(tr.gameObject);
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}
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public void ClearPlacement(){
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place1.ClearDisplay();
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place2.ClearDisplay();
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place3.ClearDisplay();
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place4.ClearDisplay();
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}
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public void RenderPlacement(TileInfo left, TileInfo right, (int x, int y) leftPosition, (int x, int y) rightPosition){
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place1.transform.localPosition = new Vector3(leftPosition.x * width, leftPosition.y * height);
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place2.transform.localPosition = new Vector3(rightPosition.x * width, rightPosition.y * height);
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@ -3494,7 +3494,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 0, y: 49.99994}
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m_AnchoredPosition: {x: 0, y: 49.999878}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0.5, y: 1}
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--- !u!1 &543236184
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@ -9626,7 +9626,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 0, y: 49.99994}
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m_AnchoredPosition: {x: 0, y: 49.999878}
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m_SizeDelta: {x: 800, y: 50}
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m_Pivot: {x: 0, y: 1}
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--- !u!1 &1736330633760980513
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@ -15,7 +15,9 @@ public class TileRender : MonoBehaviour {
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SetDisplay(null, color, kind);
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}
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public void ClearDisplay(){
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renderer.sprite = null;
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}
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public void SetDisplay(TileInfo tile, TileColor color, TileKind kind){
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Sprite[] sprites;
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@ -1403,7 +1403,9 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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player1: {fileID: 647195263}
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player2: {fileID: 2143326256}
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readyActive: 0
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gameActive: 0
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gameSetActive: 0
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headerTextMesh: {fileID: 2013137395}
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startKey: GAME_START
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gameSetKey: GAME_GAMESET
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@ -1542,14 +1544,322 @@ PrefabInstance:
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m_Modification:
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m_TransformParent: {fileID: 0}
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m_Modifications:
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- target: {fileID: 482421870, guid: adba91609cb1e5448b76682be198fc9b, type: 3}
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propertyPath: m_AnchoredPosition.y
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value: 49.999878
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- target: {fileID: 196230227, guid: adba91609cb1e5448b76682be198fc9b, type: 3}
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propertyPath: m_AnchorMin.y
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 1736330633687387551, guid: adba91609cb1e5448b76682be198fc9b,
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- target: {fileID: 196230227, guid: adba91609cb1e5448b76682be198fc9b, type: 3}
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propertyPath: m_AnchorMax.y
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value: 0
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Loading…
Reference in New Issue