2021-10-01 15:30:01 -06:00
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using UnityEngine;
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2021-10-21 13:18:47 -06:00
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using UnityEngine.SceneManagement;
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2021-10-31 13:03:45 -06:00
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using Random = UnityEngine.Random;
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2022-10-07 14:54:24 -06:00
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public class Tetromino : MonoBehaviour
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{
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public float timeBetweenSteps;
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public bool active = true;
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private TetrominoUserControl tetrominoUserControl;
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private TetrominoSpawnManager tetrominoSpawnManager;
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private float stepTimer = 0.0f;
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private bool wouldCollide = false;
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private Color[] tetrominoColors = new Color[7]
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{
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new Color(0.05f,0.04f,0.36f,1),
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new Color(0.54f,0.31f,0.04f,1),
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new Color(0.54f,0.20f,0.04f,1),
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new Color(0,0.30f,0.04f,1),
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new Color(0.02f,0.27f,0.34f,1),
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new Color(0.28f,0.02f,0.36f,1),
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new Color(0.53f,0,0.04f,1)
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};
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private Color[] overlayColors = new Color[7]
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{
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new Color(0.31f,0.5f,0.66f,1),
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new Color(0.82f,0.66f,0.19f,1),
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new Color(0.82f,0.42f,0.19f,1),
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new Color(0.55f,0.76f,0.18f,1),
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new Color(0.24f,0.49f,0.57f,1),
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new Color(0.44f,0.14f,0.54f,1),
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new Color(0.79f,0.20f,0.23f,1)
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};
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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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tetrominoSpawnManager = FindObjectOfType<TetrominoSpawnManager>();
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tetrominoUserControl = FindObjectOfType<TetrominoUserControl>();
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tetrominoUserControl.setActiveTetromino(gameObject);
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//set tetromino color to a random pairing
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int newColor = Random.Range(1, 7);
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foreach (Transform child in transform)
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{
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//First the tetromino base color
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child.GetComponent<SpriteRenderer>().color = tetrominoColors[newColor];
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//then the overlay
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child.GetChild(0).GetComponent<SpriteRenderer>().color = overlayColors[newColor];
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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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stepTimer += Time.deltaTime;
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if (stepTimer >= timeBetweenSteps && active)
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{
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stepTimer = stepTimer - timeBetweenSteps;
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nextStep();
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}
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}
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void nextStep()
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{
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//I want to run this for each piece of the tetromino.
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foreach (Transform child in transform)
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{
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if (checkFallCollision(child))
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{
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wouldCollide = true;
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break;
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}
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}
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if (wouldCollide == false)
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{
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Fall();
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}
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else
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{
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GetComponent<AudioSource>().Play();
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active = false;
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tetrominoUserControl.unsetActiveTetromino();
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tetrominoSpawnManager.spawnTetromino();
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}
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}
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private bool checkFallCollision(Transform pieceToCheck) //returns true if the next step collides with something
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{
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//Cast a ray to the next position of the tetromino.
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//NOTE: disabled "Queries Start in Colliders" in Project Settings>Physics 2D (thank you again, Tavi).
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RaycastHit2D collision = Physics2D.Raycast(pieceToCheck.position, Vector2.down, 1.0f);
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//Only go further if the ray collided with something, and if that something is not another
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//piece of the same tetromino.
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if (collision.collider != null && collision.collider.transform.parent != pieceToCheck.parent)
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{
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Debug.Log("Collided with object: " + collision.collider.name);
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//We hit something, but we only want to collide with the ground or other tetrominoes.
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if (collision.collider.CompareTag("Ground") || collision.collider.CompareTag("Tetromino") || collision.collider.CompareTag("Platform"))
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{
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ScoreCounter.scoreAmount += 100;
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return true;
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}
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//We do also want to check if we're crushing the player.
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if (collision.collider.CompareTag("Player"))
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{
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SceneManager.LoadScene("loseScreen");
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}
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}
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return false;
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}
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void Fall()
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{
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transform.position += Vector3.down * 1.0f;
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}
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}
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