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Make 2048 in Unity – Linked Lists (Lesson 4)

For this lesson, we will be setting up the relationship between the cells of our 2048 grid and the fill block prefabs. This is in preparation for when we start moving and combining the blocks. To create the relationships we will be using somewhat of a linked list except our will be more of a quad linked list.

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Cell2048.cs

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Cell2048 : MonoBehaviour
{
    public Cell2048 right;
    public Cell2048 down;
    public Cell2048 left;
    public Cell2048 up;
}

Fill2048.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Fill2048 : MonoBehaviour
{
    public int value;
    [SerializeField] Text valueDisplay;
    public void FillValueUpdate(int valueIn)
    {
        value = valueIn;
        valueDisplay.text = value.ToString();
    }
}

GameController2014.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameController2048 : MonoBehaviour
{
    [SerializeField] GameObject fillPrefab;
    [SerializeField] Transform[] allCells;
    // Start is called before the first frame update
    void Start()
    {
        
    }
    // Update is called once per frame
    void Update()
    {
        if(Input.GetKeyDown(KeyCode.Space))
        {
            SpawnFill();
        }
    }
    public void SpawnFill()
    {
        int whichSpawn = Random.Range(0, allCells.Length);
        if(allCells[whichSpawn].childCount != 0)
        {
            Debug.Log(allCells[whichSpawn].name + " is already filled");
            SpawnFill();
            return;
        }
        float chance = Random.Range(0f, 1f);
        Debug.Log(chance);
        if(chance <.2f)
        {
            return;
        }
        else if(chance < .8f)
        {
            GameObject tempFill = Instantiate(fillPrefab, allCells[whichSpawn]);
            Fill2048 tempFillComp = tempFill.GetComponent<Fill2048>();
            tempFillComp.FillValueUpdate(2);
        }
        else
        {
            GameObject tempFill = Instantiate(fillPrefab, allCells[whichSpawn]);
            Fill2048 tempFillComp = tempFill.GetComponent<Fill2048>();
            tempFillComp.FillValueUpdate(4);
        }
    }
}
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" &amp;&amp; Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i &lt; senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}