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Question by chukwuboy88 · May 21 at 04:58 PM · c#unityeditorprogrammingtetris

I need help with registering blocks in my 3d tetris game.,trying to make a 3d tetris and need help registering subBlocks?

I need help in trying to register subblocks of the tetraminoes in the tetris game I am making. It is only registering one middle block where the pivot is rather than all four blocks of the tetraminoe , I have tried changing the pivot from centre to pivot and nothing is working , i think it has to do with the code but I am still new to programming and would appreciate any help. below is the code for the individual tetraminoe

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class TetrisBlock : MonoBehaviour { GameLogic gameLogic; bool movable = true; float timer = 0f; public GameObject rig;

 // Start is called before the first frame update
 void Start()
 {
     gameLogic = FindObjectOfType<GameLogic>();
 }

 void RegisterBlock()
 {
     foreach(Transform subBlock in rig.transform)
     {
         gameLogic.grid[Mathf.FloorToInt(subBlock.position.x), 
             Mathf.FloorToInt(subBlock.position.y), 
             Mathf.FloorToInt(subBlock.position.z)] = subBlock;
     }
 }

 bool CheckValid()
 {
     foreach(Transform subBlock in rig.transform)
     {
         if(subBlock.transform.position.z >= GameLogic.width ||
             subBlock.transform.position.x >= GameLogic.length ||
             subBlock.transform.position.x < 0 ||
             subBlock.transform.position.y < 0 ||
             subBlock.transform.position.z < 0 )
         {
             return false;
         }
         if (subBlock.position.y < GameLogic.height && gameLogic.grid
             [Mathf.FloorToInt(subBlock.position.x), 
             Mathf.FloorToInt(subBlock.position.y), 
             Mathf.FloorToInt(subBlock.position.z)] != null)
         {
             return false;
         }
     }
     return true;
 }

 // Update is called once per frame
 void Update()
 {
     if (movable)
     {
         //Updating the timer
         timer += 1 * Time.deltaTime;
         //Drop
         if (Input.GetKey(KeyCode.Space) && timer > GameLogic.quickFallTime)
         {
             gameObject.transform.position -= new Vector3(0, 1, 0);
             timer = 0;
             if (!CheckValid())
             {
                 movable = false;
                 gameObject.transform.position += new Vector3(0, 1, 0);
                 RegisterBlock();
                 gameLogic.SpawnBlock();
             }
         }
         else if (timer > GameLogic.fallTime)
         {
             gameObject.transform.position -= new Vector3(0, 1, 0);
             timer = 0;
             if (!CheckValid())
             {
                 movable = false;
                 gameObject.transform.position += new Vector3(0, 1, 0);
                 RegisterBlock();
                 gameLogic.SpawnBlock();
             }
         }

         //Sideways movement
         if (Input.GetKeyDown(KeyCode.A))
         {
             gameObject.transform.position += new Vector3(-1, 0, 0);
             if (!CheckValid())
             {
                 gameObject.transform.position -= new Vector3(-1, 0, 0);
             }
         }
         else if (Input.GetKeyDown(KeyCode.D))
         {
             gameObject.transform.position += new Vector3(1, 0, 0);
             if (!CheckValid())
             {
                 gameObject.transform.position -= new Vector3(1, 0, 0);
             }
         }
         else if (Input.GetKeyDown(KeyCode.W))
         {
             gameObject.transform.position += new Vector3(0, 0, 1);
             if (!CheckValid())
             {
                 gameObject.transform.position -= new Vector3(0, 0, 1);
             }
         }
         else if (Input.GetKeyDown(KeyCode.S))
         {
             gameObject.transform.position += new Vector3(0, 0, -1); 
             if (!CheckValid())
             {
                 gameObject.transform.position -= new Vector3(0, 0, -1);
             }
         }

         //Rotation
         if (Input.GetKeyDown(KeyCode.RightArrow))
         {
             rig.transform.eulerAngles -= new Vector3(0, 0, 90);
             if (!CheckValid())
             {
                 gameObject.transform.position += new Vector3(0, 0, 90);
             }
         }
         else if (Input.GetKeyDown(KeyCode.LeftArrow))
         {
             rig.transform.eulerAngles -= new Vector3(0, 90, 0);
             if (!CheckValid())
             {
                 gameObject.transform.position += new Vector3(0, 90, 0);
             }
         }
         else if (Input.GetKeyDown(KeyCode.DownArrow))
         {
             rig.transform.eulerAngles -= new Vector3(90, 0, 0);
             if (!CheckValid())
             {
                 gameObject.transform.position += new Vector3(90, 0, 0);
             }
         }
     }
     return ;
 }

}

below is the code for the area the tetraminoes are allowed to move freely in.

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class GameLogic : MonoBehaviour { public static float fallTime = 0.9f; public static float quickFallTime = 0.01f; public static int length = 10, width = 10, height = 20; public GameObject[] blocks; public Transform[,,] grid = new Transform[length, width, height];

 void Start()
 {
     SpawnBlock();
 }

 public void SpawnBlock()
 {
     float guess = Random.Range(0, 1f);
     guess *= blocks.Length;
     Instantiate(blocks[Mathf.FloorToInt(guess)]);
 }

} ,Now i am trying to make a 3d tetris game, and ran into a problem of registering subBlocks within the tetraminoes, because it only registers one rather all four within the tetraminoe bringing annoying clipping issues. i would appreciate any help . here's the code for each block.

using UnityEngine;

public class TetrisBlock : MonoBehaviour { GameLogic gameLogic; bool movable = true; float timer = 0f; public GameObject rig;

 // Start is called before the first frame update
 void Start()
 {
     gameLogic = FindObjectOfType<GameLogic>();
 }

 void RegisterBlock()
 {
     foreach(Transform subBlock in rig.transform)
     {
         gameLogic.grid[Mathf.FloorToInt(subBlock.position.x), 
             Mathf.FloorToInt(subBlock.position.y), 
             Mathf.FloorToInt(subBlock.position.z)] = subBlock;
     }
 }

 bool CheckValid()
 {
     foreach(Transform subBlock in rig.transform)
     {
         if(subBlock.transform.position.z >= GameLogic.width ||
             subBlock.transform.position.x >= GameLogic.length ||
             subBlock.transform.position.x < 0 ||
             subBlock.transform.position.y < 0 ||
             subBlock.transform.position.z < 0 )
         {
             return false;
         }
         if (subBlock.position.y < GameLogic.height && gameLogic.grid
             [Mathf.FloorToInt(subBlock.position.x), 
             Mathf.FloorToInt(subBlock.position.y), 
             Mathf.FloorToInt(subBlock.position.z)] != null)
         {
             return false;
         }
     }
     return true;
 }

 // Update is called once per frame
 void Update()
 {
     if (movable)
     {
         //Updating the timer
         timer += 1 * Time.deltaTime;
         //Drop
         if (Input.GetKey(KeyCode.Space) && timer > GameLogic.quickFallTime)
         {
             gameObject.transform.position -= new Vector3(0, 1, 0);
             timer = 0;
             if (!CheckValid())
             {
                 movable = false;
                 gameObject.transform.position += new Vector3(0, 1, 0);
                 RegisterBlock();
                 gameLogic.SpawnBlock();
             }
         }
         else if (timer > GameLogic.fallTime)
         {
             gameObject.transform.position -= new Vector3(0, 1, 0);
             timer = 0;
             if (!CheckValid())
             {
                 movable = false;
                 gameObject.transform.position += new Vector3(0, 1, 0);
                 RegisterBlock();
                 gameLogic.SpawnBlock();
             }
         }

         //Sideways movement
         if (Input.GetKeyDown(KeyCode.A))
         {
             gameObject.transform.position += new Vector3(-1, 0, 0);
             if (!CheckValid())
             {
                 gameObject.transform.position -= new Vector3(-1, 0, 0);
             }
         }
         else if (Input.GetKeyDown(KeyCode.D))
         {
             gameObject.transform.position += new Vector3(1, 0, 0);
             if (!CheckValid())
             {
                 gameObject.transform.position -= new Vector3(1, 0, 0);
             }
         }
         else if (Input.GetKeyDown(KeyCode.W))
         {
             gameObject.transform.position += new Vector3(0, 0, 1);
             if (!CheckValid())
             {
                 gameObject.transform.position -= new Vector3(0, 0, 1);
             }
         }
         else if (Input.GetKeyDown(KeyCode.S))
         {
             gameObject.transform.position += new Vector3(0, 0, -1); 
             if (!CheckValid())
             {
                 gameObject.transform.position -= new Vector3(0, 0, -1);
             }
         }

         //Rotation
         if (Input.GetKeyDown(KeyCode.RightArrow))
         {
             rig.transform.eulerAngles -= new Vector3(0, 0, 90);
             if (!CheckValid())
             {
                 gameObject.transform.position += new Vector3(0, 0, 90);
             }
         }
         else if (Input.GetKeyDown(KeyCode.LeftArrow))
         {
             rig.transform.eulerAngles -= new Vector3(0, 90, 0);
             if (!CheckValid())
             {
                 gameObject.transform.position += new Vector3(0, 90, 0);
             }
         }
         else if (Input.GetKeyDown(KeyCode.DownArrow))
         {
             rig.transform.eulerAngles -= new Vector3(90, 0, 0);
             if (!CheckValid())
             {
                 gameObject.transform.position += new Vector3(90, 0, 0);
             }
         }
     }
     return ;
 }

}

and this is the code for the area in which the blocks are allowed to move.

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class GameLogic : MonoBehaviour { public static float fallTime = 0.9f; public static float quickFallTime = 0.01f; public static int length = 10, width = 10, height = 20; public GameObject[] blocks; public Transform[,,] grid = new Transform[length, width, height];

 void Start()
 {
     SpawnBlock();
 }

 public void SpawnBlock()
 {
     float guess = Random.Range(0, 1f);
     guess *= blocks.Length;
     Instantiate(blocks[Mathf.FloorToInt(guess)]);
 }

}

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