質問編集履歴
4
いただいた修正案を元に修正
test
CHANGED
File without changes
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test
CHANGED
@@ -28,7 +28,7 @@
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-
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bool deleteFullRows()
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{
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@@ -58,11 +58,7 @@
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}
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-
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// Update is called once per frame
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-
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public void countUp() {
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if (deleteFullRows())
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@@ -70,6 +66,8 @@
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++deleteRowsCount;
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RowCount.text = "消えた列:" + deleteRowsCount;
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}
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}
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@@ -100,6 +98,8 @@
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private Vector3 offset;
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private Count count;
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//座標が範囲内であるか,Gridに値があるかどうかを判定
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@@ -230,9 +230,9 @@
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transform.position = Grid.roundVec2(currentPosition);
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-
//
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//修正
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-
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-
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+
count.countUp();
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//横列と縦列を消去
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@@ -284,32 +284,32 @@
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{
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count = FindObjectOfType<Count>();
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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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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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-
}
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-
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-
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-
// Update is called once per frame
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-
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-
void Update()
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-
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{
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-
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-
if (isValidGridPos())
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-
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-
{
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-
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// It's valid. Update grid.
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-
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updateGrid();
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-
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-
}
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3
コードを変更
test
CHANGED
File without changes
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test
CHANGED
@@ -28,7 +28,7 @@
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28
28
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29
29
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30
30
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31
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-
bool deleteFullRows()
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+
public static bool deleteFullRows()
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{
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@@ -230,6 +230,10 @@
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transform.position = Grid.roundVec2(currentPosition);
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+
//追加
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Count.deleteFullRows();
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+
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//横列と縦列を消去
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Grid.deleteFullRows();
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2
書式の改善
test
CHANGED
File without changes
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test
CHANGED
@@ -230,6 +230,8 @@
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230
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231
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transform.position = Grid.roundVec2(currentPosition);
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+
//横列と縦列を消去
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+
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Grid.deleteFullRows();
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Grid.deleteFullLines();
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1
コードの追加
test
CHANGED
File without changes
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test
CHANGED
@@ -80,6 +80,242 @@
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80
80
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81
81
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```
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82
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83
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+
Group.cs
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84
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85
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+
```C#
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86
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87
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+
using System.Collections;
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88
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+
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89
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+
using System.Collections.Generic;
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90
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+
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91
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+
using UnityEngine;
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92
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+
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93
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+
|
94
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+
|
95
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+
public class Group : MonoBehaviour
|
96
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+
|
97
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{
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98
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99
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private Vector3 screenPoint;
|
100
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+
|
101
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+
private Vector3 offset;
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102
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+
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103
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+
|
104
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+
|
105
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+
//座標が範囲内であるか,Gridに値があるかどうかを判定
|
106
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+
|
107
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+
bool isValidGridPos()
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108
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+
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109
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+
{
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110
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+
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111
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+
foreach (Transform child in transform)
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112
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+
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113
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+
{
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114
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+
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115
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Vector2 v = Grid.roundVec2(child.position);
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116
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+
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117
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+
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118
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+
|
119
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+
if (!Grid.insideBorder(v))
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120
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+
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121
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+
return false;
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122
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+
|
123
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+
|
124
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+
|
125
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+
if (Grid.grid[(int)v.x, (int)v.y] != null &&
|
126
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+
|
127
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+
Grid.grid[(int)v.x, (int)v.y].parent != transform)
|
128
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+
|
129
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+
return false;
|
130
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+
|
131
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+
}
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132
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+
|
133
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+
return true;
|
134
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+
|
135
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+
}
|
136
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+
|
137
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+
|
138
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+
|
139
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+
void updateGrid()
|
140
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+
|
141
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+
{
|
142
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+
|
143
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+
for (int y = 0; y < Grid.h; ++y)
|
144
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+
|
145
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+
for (int x = 0; x < Grid.w; ++x)
|
146
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+
|
147
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+
if (Grid.grid[x, y] != null)
|
148
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+
|
149
|
+
if (Grid.grid[x, y].parent == transform)
|
150
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+
|
151
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+
Grid.grid[x, y] = null;
|
152
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+
|
153
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+
|
154
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+
|
155
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+
foreach (Transform child in transform)
|
156
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+
|
157
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+
{
|
158
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+
|
159
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+
Vector2 v = Grid.roundVec2(child.position);
|
160
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+
|
161
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+
Grid.grid[(int)v.x, (int)v.y] = child;
|
162
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+
|
163
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+
}
|
164
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+
|
165
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+
}
|
166
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+
|
167
|
+
|
168
|
+
|
169
|
+
//オブジェクトをクリックする
|
170
|
+
|
171
|
+
void OnMouseDown()
|
172
|
+
|
173
|
+
{
|
174
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+
|
175
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+
// マウスカーソルは、スクリーン座標なので、
|
176
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+
|
177
|
+
// 対象のオブジェクトもスクリーン座標に変換してから計算する。
|
178
|
+
|
179
|
+
|
180
|
+
|
181
|
+
// このオブジェクトの位置(transform.position)をスクリーン座標に変換。
|
182
|
+
|
183
|
+
screenPoint = Camera.main.WorldToScreenPoint(transform.position);
|
184
|
+
|
185
|
+
// ワールド座標上の、マウスカーソルと、対象の位置の差分。
|
186
|
+
|
187
|
+
offset = transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z));
|
188
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+
|
189
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+
|
190
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+
|
191
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+
|
192
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+
|
193
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+
}
|
194
|
+
|
195
|
+
|
196
|
+
|
197
|
+
//オブジェクトをドラッグする
|
198
|
+
|
199
|
+
void OnMouseDrag()
|
200
|
+
|
201
|
+
{
|
202
|
+
|
203
|
+
Vector3 currentScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z);
|
204
|
+
|
205
|
+
Vector3 currentPosition = Camera.main.ScreenToWorldPoint(currentScreenPoint) + this.offset;
|
206
|
+
|
207
|
+
transform.position = currentPosition;
|
208
|
+
|
209
|
+
}
|
210
|
+
|
211
|
+
|
212
|
+
|
213
|
+
//オブジェクトをドロップする
|
214
|
+
|
215
|
+
void OnMouseUp()
|
216
|
+
|
217
|
+
{
|
218
|
+
|
219
|
+
Vector3 currentScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z);
|
220
|
+
|
221
|
+
Vector3 currentPosition = Camera.main.ScreenToWorldPoint(currentScreenPoint) + this.offset;
|
222
|
+
|
223
|
+
|
224
|
+
|
225
|
+
//currentPositionが範囲内であるか,Gridに値があるかどうかを判定
|
226
|
+
|
227
|
+
if (isValidGridPos())
|
228
|
+
|
229
|
+
{
|
230
|
+
|
231
|
+
transform.position = Grid.roundVec2(currentPosition);
|
232
|
+
|
233
|
+
Grid.deleteFullRows();
|
234
|
+
|
235
|
+
Grid.deleteFullLines();
|
236
|
+
|
237
|
+
|
238
|
+
|
239
|
+
//指定範囲内ではブロックの当たり判定を無くす
|
240
|
+
|
241
|
+
BoxCollider2D collider = GetComponent<BoxCollider2D>();
|
242
|
+
|
243
|
+
collider.enabled = false;
|
244
|
+
|
245
|
+
|
246
|
+
|
247
|
+
//次のブロックを呼び出す
|
248
|
+
|
249
|
+
FindObjectOfType<Spawner>().spawnNext();
|
250
|
+
|
251
|
+
|
252
|
+
|
253
|
+
|
254
|
+
|
255
|
+
}
|
256
|
+
|
257
|
+
else
|
258
|
+
|
259
|
+
{
|
260
|
+
|
261
|
+
//Spawnerオブジェクトの座標を取る
|
262
|
+
|
263
|
+
transform.position = GameObject.Find("Spawner").transform.position;
|
264
|
+
|
265
|
+
}
|
266
|
+
|
267
|
+
|
268
|
+
|
269
|
+
}
|
270
|
+
|
271
|
+
|
272
|
+
|
273
|
+
|
274
|
+
|
275
|
+
// Use this for initialization
|
276
|
+
|
277
|
+
void Start()
|
278
|
+
|
279
|
+
{
|
280
|
+
|
281
|
+
|
282
|
+
|
283
|
+
}
|
284
|
+
|
285
|
+
|
286
|
+
|
287
|
+
// Update is called once per frame
|
288
|
+
|
289
|
+
void Update()
|
290
|
+
|
291
|
+
{
|
292
|
+
|
293
|
+
if (isValidGridPos())
|
294
|
+
|
295
|
+
{
|
296
|
+
|
297
|
+
// It's valid. Update grid.
|
298
|
+
|
299
|
+
updateGrid();
|
300
|
+
|
301
|
+
}
|
302
|
+
|
303
|
+
|
304
|
+
|
305
|
+
|
306
|
+
|
307
|
+
|
308
|
+
|
309
|
+
|
310
|
+
|
311
|
+
}
|
312
|
+
|
313
|
+
}
|
314
|
+
|
315
|
+
|
316
|
+
|
317
|
+
```
|
318
|
+
|
83
319
|
|
84
320
|
|
85
321
|
Grid.cs
|