Randomize color of tetromino on spawn.
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@ -4,23 +4,58 @@ using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.SceneManagement;
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using Random = UnityEngine.Random;
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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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