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m_CullTransparentMesh: 1
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+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ serializedVersion: 6
+ m_Component:
+ - component: {fileID: 304437820}
+ - component: {fileID: 304437819}
+ m_Layer: 0
+ m_Name: Player1
+ m_TagString: Untagged
+ m_Icon: {fileID: 0}
+ m_NavMeshLayer: 0
+ m_StaticEditorFlags: 0
+ m_IsActive: 1
+--- !u!114 &304437819
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 304437818}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: 0302f7201f8ad714280dbc7ceefc55a7, type: 3}
+ m_Name:
+ m_EditorClassIdentifier: Assembly-CSharp::Player
+ board: {fileID: 1768372455}
+ chipSprite: {fileID: -1055215911, guid: b196c55df50055d4cafb336e9a05b519, type: 3}
+ team: 1
+ chipYOffset: 5
+ prepareSpeed: 30
+ moveSpeed: 10
+ leftButtons: 03000000
+ rightButtons: 01000000
+ actionButtons: 04000000
+--- !u!4 &304437820
+Transform:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 304437818}
+ serializedVersion: 2
+ m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
+ m_LocalPosition: {x: -5.18764, y: 2.92598, z: 0}
+ m_LocalScale: {x: 1, y: 1, z: 1}
+ m_ConstrainProportionsScale: 0
+ m_Children: []
+ m_Father: {fileID: 0}
+ m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &325463671
GameObject:
m_ObjectHideFlags: 0
@@ -21133,6 +21187,50 @@ CanvasRenderer:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1253935161}
m_CullTransparentMesh: 1
+--- !u!1 &1259803110
+GameObject:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ serializedVersion: 6
+ m_Component:
+ - component: {fileID: 1259803112}
+ - component: {fileID: 1259803111}
+ m_Layer: 0
+ m_Name: ChipPool
+ m_TagString: Untagged
+ m_Icon: {fileID: 0}
+ m_NavMeshLayer: 0
+ m_StaticEditorFlags: 0
+ m_IsActive: 1
+--- !u!114 &1259803111
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+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 1259803110}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: 6f304a4db5b21a3438c74970b41a0db7, type: 3}
+ m_Name:
+ m_EditorClassIdentifier: Assembly-CSharp::ChipPool
+--- !u!4 &1259803112
+Transform:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 1259803110}
+ serializedVersion: 2
+ m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
+ m_LocalPosition: {x: -2.1691, y: 2.49427, z: 0}
+ m_LocalScale: {x: 1, y: 1, z: 1}
+ m_ConstrainProportionsScale: 0
+ m_Children: []
+ m_Father: {fileID: 0}
+ m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &1274858193
GameObject:
m_ObjectHideFlags: 0
@@ -23232,6 +23330,8 @@ MonoBehaviour:
m_EditorClassIdentifier: Assembly-CSharp::Bootstrap
soundManager: {fileID: 151433694}
board: {fileID: 1768372455}
+ chipPool: {fileID: 1259803111}
+ chipPrefab: {fileID: 581128120472889901, guid: c349c741ed95e864ca8d5b3217c40598, type: 3}
notificationSystem: {fileID: 259182293}
inputSystem: {fileID: 259182289}
prizeSystem: {fileID: 259182290}
@@ -38508,6 +38608,7 @@ SceneRoots:
- {fileID: 1967587903}
- {fileID: 411367487}
- {fileID: 1768372452}
+ - {fileID: 1259803112}
- {fileID: 259182280}
- {fileID: 1542626845}
- {fileID: 1851050357}
@@ -38518,3 +38619,4 @@ SceneRoots:
- {fileID: 1615046716}
- {fileID: 46193421}
- {fileID: 1606109336}
+ - {fileID: 304437820}
diff --git a/Assets/Scripts/Bootstrap.cs b/Assets/Scripts/Bootstrap.cs
index dc20d59..a115f38 100644
--- a/Assets/Scripts/Bootstrap.cs
+++ b/Assets/Scripts/Bootstrap.cs
@@ -8,6 +8,10 @@ public class Bootstrap : MonoBehaviour
private const int DEFAULT_FRAME_RATE = 60;
[SerializeField] private SoundManager soundManager;
[SerializeField] private Board board;
+
+ [SerializeField] private ChipPool chipPool;
+ [SerializeField] private Chip chipPrefab;
+
[SerializeField] private NotificationSystem notificationSystem;
[SerializeField] private In inputSystem;
[SerializeField] private PrizeSystemManager prizeSystem;
@@ -68,7 +72,7 @@ public class Bootstrap : MonoBehaviour
gameManager.Initialize();
board.Init();
-
+ chipPool.Init(chipPrefab, 30);
//countersCollector.Initialize();
menu.Initialize();
diff --git a/Assets/Scripts/ChipPool.cs b/Assets/Scripts/ChipPool.cs
index e941d86..358be46 100644
--- a/Assets/Scripts/ChipPool.cs
+++ b/Assets/Scripts/ChipPool.cs
@@ -34,6 +34,7 @@ public class ChipPool : MonoBehaviour
Create();
Chip chip = _availableChips.Dequeue();
+ chip.transform.SetParent(null);
chip.gameObject.SetActive(true);
return chip;
}
@@ -54,12 +55,13 @@ public class ChipPool : MonoBehaviour
throw new InvalidOperationException("Пул фишек не инициализирован");
chip.gameObject.SetActive(false);
+ chip.transform.SetParent(transform);
_availableChips.Enqueue(chip);
}
private Chip Create()
{
- Chip chip = Instantiate(_prefab);
+ Chip chip = Instantiate(_prefab, transform);
chip.gameObject.SetActive(false);
_availableChips.Enqueue(chip);
diff --git a/Assets/Scripts/Common/GameManager.cs b/Assets/Scripts/Common/GameManager.cs
index 4359505..87007e6 100644
--- a/Assets/Scripts/Common/GameManager.cs
+++ b/Assets/Scripts/Common/GameManager.cs
@@ -28,9 +28,6 @@ public class GameManager : MonoBehaviour
public GameMode gameMode;
[HideInInspector] public Team currentPlayer = Team.Player2;
-
-
-
[Header("Scores")]
public int player1score = 0, player2score = 0, vsBotScore = 0;
@@ -48,8 +45,6 @@ public class GameManager : MonoBehaviour
public Chip chipPrefab;
[HideInInspector] public Chip currentChip;
-
-
public bool canReturnToMenu = false; //todo: разобраться нафига эта переменная
[Header("Панели ввода")]
@@ -69,6 +64,7 @@ public class GameManager : MonoBehaviour
[Header("Переходы")]
[SerializeField] private MenuGameplayTransit menuGameplayTransit;
+ [SerializeField] Player player1;
//public PvpPointer pvpPointer;
//public MovesAndTimeCounter movesAndTimeCounter;
@@ -102,12 +98,16 @@ public class GameManager : MonoBehaviour
public void TryEnterGame(GameMode mode)
{
- if (!PaymentSystem.TryPayForMode(mode))
- return;
+ //ДЛЯ ОТЛАДКИ
+ //if (!PaymentSystem.TryPayForMode(mode))
+ // return;
SetMode(mode);
menuGameplayTransit.GotoGameplay();
OnGameStarted?.Invoke(gameMode);
+
+ player1.PrepareChip();
+ ControlsPerformer.Instance.SetControlable(player1);
//timerManager.SetTimersActivity(gameMode);
}
diff --git a/Assets/Scripts/Common/Inputs/In.cs b/Assets/Scripts/Common/Inputs/In.cs
index e09af8e..0e6bc9e 100644
--- a/Assets/Scripts/Common/Inputs/In.cs
+++ b/Assets/Scripts/Common/Inputs/In.cs
@@ -1,23 +1,9 @@
-using UnityEngine;
+using System.Collections.Generic;
+using UnityEngine;
-///
-/// Статический фасад для унифицированного доступа к системе ввода.
-/// Предоставляет глобальный интерфейс для работы с управлением независимо от выбранного источника.
-///
-///
-/// Этот класс является точкой входа для всей игровой логики, работающей с вводом.
-/// Автоматически инициализирует выбранный источник управления (клавиатура или COM-порт)
-/// и предоставляет статические методы для удобного доступа из любого места кода.
-///
-/// Использование:
-/// 1. Настройте тип ввода в инспекторе
-/// 2. Вызовите Initialize() при старте игры
-/// 3. Используйте статические методы для проверки ввода
-///
public class In : MonoBehaviour
{
[Header("Выбор источника управления")]
- //[SerializeField] private InputSourceType inputType;
static InputSource source;
@@ -33,44 +19,37 @@ public class In : MonoBehaviour
if (!success) Debug.LogWarning("Не удалось проинициалзировать источник управления.");
}
- /// Проверяет состояние конкретной кнопки по её физическому пину
public static bool GetButton(InSignal button) => source.GetButton(button);
- /// Проверяет нажатие кнопки по пину в текущем кадре
public static bool GetButtonDown(InSignal button) => source.GetButtonDown(button);
- /// Проверяет отпускание кнопки по пину в текущем кадре
+ public static bool GetButtonDown(IEnumerable signals)
+ {
+ foreach (var signal in signals)
+ if (GetButtonDown(signal))
+ return true;
+
+ return false;
+ }
+
public static bool GetButtonUp(InSignal button) => source.GetButtonUp(button);
- /// Проверяет состояние кнопки по числовому индексу пина
public static bool GetButton(int pinindex) => source.GetButton(pinindex);
- /// Проверяет нажатие кнопки по индексу пина в текущем кадре
public static bool GetButtonDown(int pinindex) => source.GetButtonDown(pinindex);
- /// Проверяет отпускание кнопки по индексу пина в текущем кадре
public static bool GetButtonUp(int pinindex) => source.GetButtonUp(pinindex);
-
- // ================================================================================
- // СТАТИЧЕСКИЕ МЕТОДЫ ДЛЯ РАБОТЫ С АБСТРАКТНЫМИ ДЕЙСТВИЯМИ ИГРОКОВ
- // ================================================================================
-
- /// Проверяет состояние действия для любого из игроков
+
public static bool GetButtonAnyPlayer(PlayerAction button) => source.GetButtonAnyPlayer(button);
- /// Проверяет начало действия любым игроком в текущем кадре
public static bool GetButtonDownAnyPlayer(PlayerAction button) => source.GetButtonDownAnyPlayer(button);
- /// Проверяет завершение действия любым игроком в текущем кадре
public static bool GetButtonUpAnyPlayer(PlayerAction button) => source.GetButtonUpAnyPlayer(button);
- /// Проверяет состояние действия для текущего активного игрока
public static bool GetButtonCurrentPlayer(PlayerAction button) => source.GetButtonCurrentPlayer(button);
- /// Проверяет начало действия текущим игроком в текущем кадре
public static bool GetButtonDownCurrentPlayer(PlayerAction button) => source.GetButtonDownCurrentPlayer(button);
- /// Проверяет завершение действия текущим игроком в текущем кадре
public static bool GetButtonUpCurrentPlayer(PlayerAction button) => source.GetButtonUpCurrentPlayer(button);
public static bool AnyButton() => source.AnyButton();
diff --git a/Assets/Scripts/Gameplay/Board.cs b/Assets/Scripts/Gameplay/Board.cs
index dd5d2be..91df8aa 100644
--- a/Assets/Scripts/Gameplay/Board.cs
+++ b/Assets/Scripts/Gameplay/Board.cs
@@ -28,9 +28,9 @@ public class Board : MonoBehaviour
SettingsManager.OnSettingsChanged += ApplySettings;
}
- public Vector2 GetMiddleStickedPosition() => new Vector2(GetXPosition(Columns/2), config.stickedY);
+ public Vector2 GetMiddleStickedPosition() => new Vector2(GetXPosition(Columns/2), config.stickedYOffset);
- public Vector2 GetStickedPosition(int column) => new Vector2(GetXPosition(column), config.stickedY);
+ public Vector2 GetStickedPosition(int column) => new Vector2(GetXPosition(column), config.topLeftCell.position.y + config.stickedYOffset);
public Vector2 GetTargetPosition(int column) => new Vector2(GetXPosition(column), GetYPosition(column));
@@ -96,9 +96,9 @@ public class Board : MonoBehaviour
return res;
}
- private float GetXPosition(int column) => config.topLeft.x + config.cellOffset.x * column;
+ private float GetXPosition(int column) => config.topLeftCell.position.x + config.cellOffset.x * column;
- private float GetYPosition(int column) => config.topLeft.y - GetLowestEmptyRow(column) * config.cellOffset.y;
+ private float GetYPosition(int column) => config.topLeftCell.position.y + GetLowestEmptyRow(column) * config.cellOffset.y;
private void PerformChipsClear()
{
diff --git a/Assets/Scripts/Gameplay/BoardConfiguration.cs b/Assets/Scripts/Gameplay/BoardConfiguration.cs
index cd0328e..14620e9 100644
--- a/Assets/Scripts/Gameplay/BoardConfiguration.cs
+++ b/Assets/Scripts/Gameplay/BoardConfiguration.cs
@@ -2,16 +2,14 @@
public struct BoardConfiguration
{
- public readonly Vector2 topLeft;
- public readonly Vector2 bottomRight;
+ public readonly Transform topLeftCell;
public readonly Vector2 cellOffset;
- public readonly float stickedY;
+ public readonly float stickedYOffset;
- public BoardConfiguration(Vector2 topLeft, Vector2 bottomRight, Vector2 cellOffset, float stickedY)
+ public BoardConfiguration(Transform topLeft, Vector2 cellOffset, float stickedYOffset)
{
- this.topLeft = topLeft;
- this.bottomRight = bottomRight;
+ this.topLeftCell = topLeft;
this.cellOffset = cellOffset;
- this.stickedY = stickedY;
+ this.stickedYOffset = stickedYOffset;
}
}
diff --git a/Assets/Scripts/Gameplay/BoardFitter.cs b/Assets/Scripts/Gameplay/BoardFitter.cs
index b891cbf..cd3c7b1 100644
--- a/Assets/Scripts/Gameplay/BoardFitter.cs
+++ b/Assets/Scripts/Gameplay/BoardFitter.cs
@@ -26,15 +26,12 @@ public class BoardFitter : MonoBehaviour
{
if (cells == null)
throw new System.NullReferenceException($"Объект не инициализирован {this}");
-
- Vector3 topLeftCellPosition = cells[0].transform.position;
- Vector3 bottomRightCellPosition = cells[^1].transform.position;
+
Vector2 offset = new Vector2(cellScale + cellOffset, -(cellScale + cellOffset));
- return new BoardConfiguration(topLeft: topLeftCellPosition,
- bottomRight: bottomRightCellPosition,
+ return new BoardConfiguration(topLeft: cells[0].transform,
cellOffset: offset,
- stickedY: topLeftCellPosition.y + stickedOffset);
+ stickedYOffset: stickedOffset);
}
public void FitBoard(int columns, int rows)
diff --git a/Assets/Scripts/Gameplay/Player.cs b/Assets/Scripts/Gameplay/Player.cs
index ae49648..6d6c0f4 100644
--- a/Assets/Scripts/Gameplay/Player.cs
+++ b/Assets/Scripts/Gameplay/Player.cs
@@ -3,140 +3,207 @@ using UnityEngine;
public class Player : MonoBehaviour, IControlable
{
+ [Header("Components")]
[SerializeField] private Board board;
- [SerializeField] private float chipYOffset = 5f;
+ [SerializeField] private Sprite chipSprite;
+ [SerializeField] private Team team;
+ [Header("Movement Settings")]
+ [SerializeField] private float chipYOffset = 5f;
[SerializeField] private float prepareSpeed;
[SerializeField] private float moveSpeed;
- [Header("Управление")]
- [SerializeField] List _leftButtons;
- [SerializeField] List _rightButtons;
- [SerializeField] List _actionButtons;
+ [Header("Input")]
+ [SerializeField] private List leftButtons;
+ [SerializeField] private List rightButtons;
+ [SerializeField] private List actionButtons;
+ // State
+ private PlayerState state = PlayerState.Sleep;
+ private Chip currentChip;
private int[] availableColumns;
- private int availableColumnsIndex;
- private Chip myChip;
- private Vector2 targetStickedPosition;
- private Vector2 targetPosition;
- private PlayerState _state;
- private bool controlsEnabled;
+ private int selectedColumnIndex;
- private int SelectedColumn => availableColumns[availableColumnsIndex];
-
- public bool ControlsEnabled {
- get => _state == PlayerState.Idle || _state == PlayerState.Moving;
- set => controlsEnabled = value;}
+ // Movement targets
+ private Vector2 stickedTargetPosition;
+ private Vector2 dropTargetPosition;
-
+ private int SelectedColumn => availableColumns[selectedColumnIndex];
- public void PrepareChip(Chip chip)
+ public bool ControlsEnabled { get; set; } = true;
+
+ #region Public Methods
+
+ public void PrepareChip()
{
- _state = PlayerState.Preparing;
- CacheColumns();
- myChip = chip;
- targetStickedPosition = board.GetMiddleStickedPosition();
- chip.transform.position = targetStickedPosition + Vector2.up * chipYOffset;
+ SetState(PlayerState.Preparing);
+
+ CacheAvailableColumns();
+ CreateChip();
+ SetInitialChipPosition();
}
public void Sleep()
{
- _state = PlayerState.Sleep;
+ SetState(PlayerState.Sleep);
+ currentChip = null;
availableColumns = null;
- myChip = null;
}
public void UpdateControls()
{
- if (!ControlsEnabled) return;
- HandleHorizontalMove();
-
- switch (_state)
+ // Always update state machine regardless of ControlsEnabled
+ switch (state)
{
case PlayerState.Preparing:
- if (myChip.MoveToLinear(targetStickedPosition, prepareSpeed))
- _state = PlayerState.Idle;
- break;
-
- case PlayerState.Moving:
- if (myChip.MoveToLinear(targetStickedPosition, moveSpeed))
- _state = PlayerState.Idle;
- break;
-
- case PlayerState.Dropped:
- if (myChip.MoveToAccelerated(targetPosition))
- {
- _state = PlayerState.Sleep;
- Debug.Log("Падение фишки закончено");
- }
+ UpdatePreparing();
break;
case PlayerState.Idle:
- if (HandleDrop()) return;
+ UpdateIdle();
+ break;
+
+ case PlayerState.Moving:
+ UpdateMoving();
+ break;
+
+ case PlayerState.Dropping:
+ UpdateDropping();
break;
case PlayerState.Sleep:
+ // Nothing to do
break;
}
}
- private void CacheColumns()
+
+ #endregion
+
+ #region State Updates
+
+ private void UpdatePreparing()
+ {
+ if (currentChip.MoveToLinear(stickedTargetPosition, prepareSpeed))
+ {
+ SetState(PlayerState.Idle);
+ }
+ }
+
+ private void UpdateIdle()
+ {
+ // Only process input if controls are enabled
+ if (!ControlsEnabled) return;
+
+ // Try horizontal movement first
+ if (TryHorizontalMovement()) return;
+
+ // Then try drop
+ TryDrop();
+ }
+
+ private void UpdateMoving()
+ {
+ // Process horizontal input even while moving
+ if (ControlsEnabled)
+ {
+ TryHorizontalMovement();
+ }
+
+ // Wait for chip to reach target
+ if (currentChip.MoveToLinear(stickedTargetPosition, moveSpeed))
+ {
+ SetState(PlayerState.Idle);
+ }
+ }
+
+ private void UpdateDropping()
+ {
+ if (currentChip.MoveToAccelerated(dropTargetPosition))
+ {
+ SetState(PlayerState.Sleep);
+ Debug.Log("Chip dropped successfully");
+ }
+ }
+
+ #endregion
+
+ #region Actions
+
+ private bool TryHorizontalMovement()
+ {
+ int direction = GetHorizontalInput();
+ if (direction == 0) return false;
+
+ int newIndex = Mathf.Clamp(selectedColumnIndex + direction, 0, availableColumns.Length - 1);
+ if (newIndex == selectedColumnIndex) return false;
+
+ selectedColumnIndex = newIndex;
+ stickedTargetPosition = board.GetStickedPosition(SelectedColumn);
+ SetState(PlayerState.Moving);
+
+ return true;
+ }
+
+ private void TryDrop()
+ {
+ if (!IsActionPressed()) return;
+
+ dropTargetPosition = board.GetTargetPosition(SelectedColumn);
+ board.DropChip(currentChip, SelectedColumn);
+ SetState(PlayerState.Dropping);
+ }
+
+ #endregion
+
+ #region Helpers
+
+ private void CacheAvailableColumns()
{
availableColumns = board.GetNonFullColumns();
- availableColumnsIndex = availableColumns.Length / 2;
+ selectedColumnIndex = availableColumns.Length / 2;
}
- private bool HandleHorizontalMove()
+ private void CreateChip()
+ {
+ currentChip = ChipPool.Instance.GetConfigured(chipSprite, team);
+ }
+
+ private void SetInitialChipPosition()
+ {
+ stickedTargetPosition = board.GetMiddleStickedPosition();
+ currentChip.transform.position = stickedTargetPosition + Vector2.up * chipYOffset;
+ }
+
+ private int GetHorizontalInput()
{
int direction = 0;
- if (IsButtonPressed(_leftButtons)) direction -= 1;
- if (IsButtonPressed(_rightButtons)) direction += 1;
-
- if (direction != 0)
- {
- int newIndex = Mathf.Clamp(availableColumnsIndex+direction, 0, availableColumns.Length - 1);
- bool indexChanged = newIndex != availableColumnsIndex;
-
- if (indexChanged)
- {
- availableColumnsIndex = newIndex;
- targetStickedPosition = board.GetStickedPosition(SelectedColumn);
- _state = PlayerState.Moving;
- return true;
- }
- }
-
- return false;
+ if (In.GetButtonDown(leftButtons)) direction -= 1;
+ if (In.GetButtonDown(rightButtons)) direction += 1;
+ return direction;
}
- private bool HandleDrop()
+ private bool IsActionPressed()
{
- if (_state != PlayerState.Idle)
- return false;
-
- bool hasAction = IsButtonPressed(_actionButtons);
-
- if (hasAction)
- {
- PerformDrop();
- return true;
- }
-
- return false;
+ return In.GetButtonDown(actionButtons);
}
- private void PerformDrop()
+
+ private void SetState(PlayerState newState)
{
- targetPosition = board.GetTargetPosition(SelectedColumn);
- board.DropChip(myChip, SelectedColumn);
- _state = PlayerState.Dropped;
- }
-
- private bool IsButtonPressed(List buttons)
- {
- foreach (var signal in buttons)
- if (In.GetButtonDown(signal))
- return true;
- return false;
+ state = newState;
}
- private enum PlayerState { Preparing, Idle, Moving, Dropped, Sleep }
-}
+ #endregion
+
+ #region Nested Types
+
+ private enum PlayerState
+ {
+ Sleep, // No input, chip placed on board
+ Preparing, // No input, chip moving to sticked position
+ Idle, // Input enabled, waiting for action
+ Moving, // Input enabled (horizontal only), chip moving horizontally
+ Dropping // No input, chip falling down
+ }
+
+ #endregion
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Menu/Panels/InfoPanel.cs b/Assets/Scripts/Menu/Panels/InfoPanel.cs
index 11d8cba..1553d24 100644
--- a/Assets/Scripts/Menu/Panels/InfoPanel.cs
+++ b/Assets/Scripts/Menu/Panels/InfoPanel.cs
@@ -55,7 +55,7 @@ public abstract class InfoPanel : ClosablePanel
public override void Interact()
{
- throw new System.NotImplementedException();
+ //throw new System.NotImplementedException();
}
protected virtual void InitializeBeforeOpen() { }