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16 changes: 8 additions & 8 deletions Assets/Scripts/BlockManager.cs
Original file line number Diff line number Diff line change
Expand Up @@ -5,14 +5,14 @@
public class BlockManager : MonoBehaviour
{

enum Dircetion { x, z }
enum Direction { x, z }
enum BlockState { perfect, good, fail}

GameSettingData gameData;
public BackgroundColorManager background;

GameObject currentBlock, preBlock;
Dircetion currentDirection = Dircetion.x;
Direction currentDirection = Direction.x;
Vector3 currentBlockScale;


Expand Down Expand Up @@ -83,7 +83,7 @@ IEnumerator OnUpdate()
var spawnPos = new Vector3();
var movePos = new Vector3();

if (currentDirection == Dircetion.x)
if (currentDirection == Direction.x)
{
spawnPos.x = -gameData.blockSpawnDistance + preBlock.transform.position.x;
spawnPos.y = currentBlockCount;
Expand Down Expand Up @@ -132,7 +132,7 @@ IEnumerator OnUpdate()
}

MoveCam();
currentDirection = (currentDirection == Dircetion.x)? Dircetion.z : Dircetion.x;
currentDirection = (currentDirection == Direction.x)? Direction.z : Direction.x;

yield return null;
}
Expand All @@ -158,7 +158,7 @@ void OnBlockPerfect()
Vector3 targetBlockScale = currentBlock.transform.localScale;
bool blockScaleDirection;

if (currentDirection == Dircetion.x)
if (currentDirection == Direction.x)
{
if (currentBlock.transform.localScale.x + gameData.perfectScale > gameData.initialBlockScale.x)
{
Expand Down Expand Up @@ -265,7 +265,7 @@ GameObject CutBlock(GameObject block, Vector3 targetPos)

float distance = Vector2.Distance(new Vector2(blockPos.x, blockPos.z), new Vector2(targetPos.x, targetPos.z));

if(currentDirection == Dircetion.x)
if(currentDirection == Direction.x)
{

block.transform.position = new Vector3( (targetPos.x + blockPos.x) / 2f, blockPos.y, blockPos.z);
Expand Down Expand Up @@ -296,14 +296,14 @@ BlockState CheckState(GameObject block, GameObject target)
{


float dis = currentDirection == Dircetion.x ?
float dis = currentDirection == Direction.x ?
Mathf.Abs(block.transform.position.x - target.transform.position.x)
: Mathf.Abs(block.transform.position.z - target.transform.position.z);

if (dis < gameData.minDistance) return BlockState.perfect;
else
{
float scale = currentDirection == Dircetion.x ? block.transform.localScale.x : block.transform.localScale.z;
float scale = currentDirection == Direction.x ? block.transform.localScale.x : block.transform.localScale.z;

if (scale > dis)
{
Expand Down