Repository: zigurous/unity-tetris-tutorial
Branch: main
Commit: 50d3d8834a1e
Files: 75
Total size: 140.3 KB
Directory structure:
gitextract_sb2r_jlb/
├── .gitignore
├── .vscode/
│ ├── extensions.json
│ ├── launch.json
│ └── settings.json
├── Art/
│ ├── Blocks.psd
│ └── Border.psd
├── Assets/
│ ├── Scenes/
│ │ ├── Tetris.unity
│ │ └── Tetris.unity.meta
│ ├── Scenes.meta
│ ├── Scripts/
│ │ ├── Board.cs
│ │ ├── Board.cs.meta
│ │ ├── Data.cs
│ │ ├── Data.cs.meta
│ │ ├── Ghost.cs
│ │ ├── Ghost.cs.meta
│ │ ├── Piece.cs
│ │ ├── Piece.cs.meta
│ │ ├── Tetromino.cs
│ │ └── Tetromino.cs.meta
│ ├── Scripts.meta
│ ├── Sprites/
│ │ ├── Blue.png.meta
│ │ ├── Border.png.meta
│ │ ├── Cyan.png.meta
│ │ ├── Ghost.png.meta
│ │ ├── Green.png.meta
│ │ ├── Grid.png.meta
│ │ ├── Orange.png.meta
│ │ ├── Purple.png.meta
│ │ ├── Red.png.meta
│ │ └── Yellow.png.meta
│ ├── Sprites.meta
│ ├── Tiles/
│ │ ├── Blocks.prefab
│ │ ├── Blocks.prefab.meta
│ │ ├── Blue.asset
│ │ ├── Blue.asset.meta
│ │ ├── Cyan.asset
│ │ ├── Cyan.asset.meta
│ │ ├── Ghost.asset
│ │ ├── Ghost.asset.meta
│ │ ├── Green.asset
│ │ ├── Green.asset.meta
│ │ ├── Orange.asset
│ │ ├── Orange.asset.meta
│ │ ├── Purple.asset
│ │ ├── Purple.asset.meta
│ │ ├── Red.asset
│ │ ├── Red.asset.meta
│ │ ├── Yellow.asset
│ │ └── Yellow.asset.meta
│ └── Tiles.meta
├── Packages/
│ ├── manifest.json
│ └── packages-lock.json
├── ProjectSettings/
│ ├── AudioManager.asset
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── NavMeshAreas.asset
│ ├── NetworkManager.asset
│ ├── PackageManagerSettings.asset
│ ├── Physics2DSettings.asset
│ ├── PresetManager.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ ├── TimelineSettings.asset
│ ├── UnityConnectSettings.asset
│ ├── VFXManager.asset
│ ├── VersionControlSettings.asset
│ └── XRSettings.asset
└── README.md
================================================
FILE CONTENTS
================================================
================================================
FILE: .gitignore
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================================================
FILE: .vscode/extensions.json
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================================================
FILE: .vscode/launch.json
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FILE: Assets/Scenes/Tetris.unity
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================================================
FILE: Assets/Scenes/Tetris.unity.meta
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================================================
FILE: Assets/Scripts/Board.cs
================================================
using UnityEngine;
using UnityEngine.Tilemaps;
[DefaultExecutionOrder(-1)]
public class Board : MonoBehaviour
{
public Tilemap tilemap { get; private set; }
public Piece activePiece { get; private set; }
public TetrominoData[] tetrominoes;
public Vector2Int boardSize = new Vector2Int(10, 20);
public Vector3Int spawnPosition = new Vector3Int(-1, 8, 0);
public RectInt Bounds
{
get
{
Vector2Int position = new Vector2Int(-boardSize.x / 2, -boardSize.y / 2);
return new RectInt(position, boardSize);
}
}
private void Awake()
{
tilemap = GetComponentInChildren<Tilemap>();
activePiece = GetComponentInChildren<Piece>();
for (int i = 0; i < tetrominoes.Length; i++) {
tetrominoes[i].Initialize();
}
}
private void Start()
{
SpawnPiece();
}
public void SpawnPiece()
{
int random = Random.Range(0, tetrominoes.Length);
TetrominoData data = tetrominoes[random];
activePiece.Initialize(this, spawnPosition, data);
if (IsValidPosition(activePiece, spawnPosition)) {
Set(activePiece);
} else {
GameOver();
}
}
public void GameOver()
{
tilemap.ClearAllTiles();
// Do anything else you want on game over here..
}
public void Set(Piece piece)
{
for (int i = 0; i < piece.cells.Length; i++)
{
Vector3Int tilePosition = piece.cells[i] + piece.position;
tilemap.SetTile(tilePosition, piece.data.tile);
}
}
public void Clear(Piece piece)
{
for (int i = 0; i < piece.cells.Length; i++)
{
Vector3Int tilePosition = piece.cells[i] + piece.position;
tilemap.SetTile(tilePosition, null);
}
}
public bool IsValidPosition(Piece piece, Vector3Int position)
{
RectInt bounds = Bounds;
// The position is only valid if every cell is valid
for (int i = 0; i < piece.cells.Length; i++)
{
Vector3Int tilePosition = piece.cells[i] + position;
// An out of bounds tile is invalid
if (!bounds.Contains((Vector2Int)tilePosition)) {
return false;
}
// A tile already occupies the position, thus invalid
if (tilemap.HasTile(tilePosition)) {
return false;
}
}
return true;
}
public void ClearLines()
{
RectInt bounds = Bounds;
int row = bounds.yMin;
// Clear from bottom to top
while (row < bounds.yMax)
{
// Only advance to the next row if the current is not cleared
// because the tiles above will fall down when a row is cleared
if (IsLineFull(row)) {
LineClear(row);
} else {
row++;
}
}
}
public bool IsLineFull(int row)
{
RectInt bounds = Bounds;
for (int col = bounds.xMin; col < bounds.xMax; col++)
{
Vector3Int position = new Vector3Int(col, row, 0);
// The line is not full if a tile is missing
if (!tilemap.HasTile(position)) {
return false;
}
}
return true;
}
public void LineClear(int row)
{
RectInt bounds = Bounds;
// Clear all tiles in the row
for (int col = bounds.xMin; col < bounds.xMax; col++)
{
Vector3Int position = new Vector3Int(col, row, 0);
tilemap.SetTile(position, null);
}
// Shift every row above down one
while (row < bounds.yMax)
{
for (int col = bounds.xMin; col < bounds.xMax; col++)
{
Vector3Int position = new Vector3Int(col, row + 1, 0);
TileBase above = tilemap.GetTile(position);
position = new Vector3Int(col, row, 0);
tilemap.SetTile(position, above);
}
row++;
}
}
}
================================================
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================================================
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================================================
FILE: Assets/Scripts/Data.cs
================================================
using System.Collections.Generic;
using UnityEngine;
public static class Data
{
public static readonly float cos = Mathf.Cos(Mathf.PI / 2f);
public static readonly float sin = Mathf.Sin(Mathf.PI / 2f);
public static readonly float[] RotationMatrix = new float[] { cos, sin, -sin, cos };
public static readonly Dictionary<Tetromino, Vector2Int[]> Cells = new Dictionary<Tetromino, Vector2Int[]>()
{
{ Tetromino.I, new Vector2Int[] { new Vector2Int(-1, 1), new Vector2Int( 0, 1), new Vector2Int( 1, 1), new Vector2Int( 2, 1) } },
{ Tetromino.J, new Vector2Int[] { new Vector2Int(-1, 1), new Vector2Int(-1, 0), new Vector2Int( 0, 0), new Vector2Int( 1, 0) } },
{ Tetromino.L, new Vector2Int[] { new Vector2Int( 1, 1), new Vector2Int(-1, 0), new Vector2Int( 0, 0), new Vector2Int( 1, 0) } },
{ Tetromino.O, new Vector2Int[] { new Vector2Int( 0, 1), new Vector2Int( 1, 1), new Vector2Int( 0, 0), new Vector2Int( 1, 0) } },
{ Tetromino.S, new Vector2Int[] { new Vector2Int( 0, 1), new Vector2Int( 1, 1), new Vector2Int(-1, 0), new Vector2Int( 0, 0) } },
{ Tetromino.T, new Vector2Int[] { new Vector2Int( 0, 1), new Vector2Int(-1, 0), new Vector2Int( 0, 0), new Vector2Int( 1, 0) } },
{ Tetromino.Z, new Vector2Int[] { new Vector2Int(-1, 1), new Vector2Int( 0, 1), new Vector2Int( 0, 0), new Vector2Int( 1, 0) } },
};
private static readonly Vector2Int[,] WallKicksI = new Vector2Int[,] {
{ new Vector2Int(0, 0), new Vector2Int(-2, 0), new Vector2Int( 1, 0), new Vector2Int(-2,-1), new Vector2Int( 1, 2) },
{ new Vector2Int(0, 0), new Vector2Int( 2, 0), new Vector2Int(-1, 0), new Vector2Int( 2, 1), new Vector2Int(-1,-2) },
{ new Vector2Int(0, 0), new Vector2Int(-1, 0), new Vector2Int( 2, 0), new Vector2Int(-1, 2), new Vector2Int( 2,-1) },
{ new Vector2Int(0, 0), new Vector2Int( 1, 0), new Vector2Int(-2, 0), new Vector2Int( 1,-2), new Vector2Int(-2, 1) },
{ new Vector2Int(0, 0), new Vector2Int( 2, 0), new Vector2Int(-1, 0), new Vector2Int( 2, 1), new Vector2Int(-1,-2) },
{ new Vector2Int(0, 0), new Vector2Int(-2, 0), new Vector2Int( 1, 0), new Vector2Int(-2,-1), new Vector2Int( 1, 2) },
{ new Vector2Int(0, 0), new Vector2Int( 1, 0), new Vector2Int(-2, 0), new Vector2Int( 1,-2), new Vector2Int(-2, 1) },
{ new Vector2Int(0, 0), new Vector2Int(-1, 0), new Vector2Int( 2, 0), new Vector2Int(-1, 2), new Vector2Int( 2,-1) },
};
private static readonly Vector2Int[,] WallKicksJLOSTZ = new Vector2Int[,] {
{ new Vector2Int(0, 0), new Vector2Int(-1, 0), new Vector2Int(-1, 1), new Vector2Int(0,-2), new Vector2Int(-1,-2) },
{ new Vector2Int(0, 0), new Vector2Int( 1, 0), new Vector2Int( 1,-1), new Vector2Int(0, 2), new Vector2Int( 1, 2) },
{ new Vector2Int(0, 0), new Vector2Int( 1, 0), new Vector2Int( 1,-1), new Vector2Int(0, 2), new Vector2Int( 1, 2) },
{ new Vector2Int(0, 0), new Vector2Int(-1, 0), new Vector2Int(-1, 1), new Vector2Int(0,-2), new Vector2Int(-1,-2) },
{ new Vector2Int(0, 0), new Vector2Int( 1, 0), new Vector2Int( 1, 1), new Vector2Int(0,-2), new Vector2Int( 1,-2) },
{ new Vector2Int(0, 0), new Vector2Int(-1, 0), new Vector2Int(-1,-1), new Vector2Int(0, 2), new Vector2Int(-1, 2) },
{ new Vector2Int(0, 0), new Vector2Int(-1, 0), new Vector2Int(-1,-1), new Vector2Int(0, 2), new Vector2Int(-1, 2) },
{ new Vector2Int(0, 0), new Vector2Int( 1, 0), new Vector2Int( 1, 1), new Vector2Int(0,-2), new Vector2Int( 1,-2) },
};
public static readonly Dictionary<Tetromino, Vector2Int[,]> WallKicks = new Dictionary<Tetromino, Vector2Int[,]>()
{
{ Tetromino.I, WallKicksI },
{ Tetromino.J, WallKicksJLOSTZ },
{ Tetromino.L, WallKicksJLOSTZ },
{ Tetromino.O, WallKicksJLOSTZ },
{ Tetromino.S, WallKicksJLOSTZ },
{ Tetromino.T, WallKicksJLOSTZ },
{ Tetromino.Z, WallKicksJLOSTZ },
};
}
================================================
FILE: Assets/Scripts/Data.cs.meta
================================================
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================================================
FILE: Assets/Scripts/Ghost.cs
================================================
using UnityEngine;
using UnityEngine.Tilemaps;
public class Ghost : MonoBehaviour
{
public Tile tile;
public Board mainBoard;
public Piece trackingPiece;
public Tilemap tilemap { get; private set; }
public Vector3Int[] cells { get; private set; }
public Vector3Int position { get; private set; }
private void Awake()
{
tilemap = GetComponentInChildren<Tilemap>();
cells = new Vector3Int[4];
}
private void LateUpdate()
{
Clear();
Copy();
Drop();
Set();
}
private void Clear()
{
for (int i = 0; i < cells.Length; i++)
{
Vector3Int tilePosition = cells[i] + position;
tilemap.SetTile(tilePosition, null);
}
}
private void Copy()
{
for (int i = 0; i < cells.Length; i++) {
cells[i] = trackingPiece.cells[i];
}
}
private void Drop()
{
Vector3Int position = trackingPiece.position;
int current = position.y;
int bottom = -mainBoard.boardSize.y / 2 - 1;
mainBoard.Clear(trackingPiece);
for (int row = current; row >= bottom; row--)
{
position.y = row;
if (mainBoard.IsValidPosition(trackingPiece, position)) {
this.position = position;
} else {
break;
}
}
mainBoard.Set(trackingPiece);
}
private void Set()
{
for (int i = 0; i < cells.Length; i++)
{
Vector3Int tilePosition = cells[i] + position;
tilemap.SetTile(tilePosition, tile);
}
}
}
================================================
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================================================
FILE: Assets/Scripts/Piece.cs
================================================
using UnityEngine;
public class Piece : MonoBehaviour
{
public Board board { get; private set; }
public TetrominoData data { get; private set; }
public Vector3Int[] cells { get; private set; }
public Vector3Int position { get; private set; }
public int rotationIndex { get; private set; }
public float stepDelay = 1f;
public float moveDelay = 0.1f;
public float lockDelay = 0.5f;
private float stepTime;
private float moveTime;
private float lockTime;
public void Initialize(Board board, Vector3Int position, TetrominoData data)
{
this.data = data;
this.board = board;
this.position = position;
rotationIndex = 0;
stepTime = Time.time + stepDelay;
moveTime = Time.time + moveDelay;
lockTime = 0f;
if (cells == null) {
cells = new Vector3Int[data.cells.Length];
}
for (int i = 0; i < cells.Length; i++) {
cells[i] = (Vector3Int)data.cells[i];
}
}
private void Update()
{
board.Clear(this);
// We use a timer to allow the player to make adjustments to the piece
// before it locks in place
lockTime += Time.deltaTime;
// Handle rotation
if (Input.GetKeyDown(KeyCode.Q)) {
Rotate(-1);
} else if (Input.GetKeyDown(KeyCode.E)) {
Rotate(1);
}
// Handle hard drop
if (Input.GetKeyDown(KeyCode.Space)) {
HardDrop();
}
// Allow the player to hold movement keys but only after a move delay
// so it does not move too fast
if (Time.time > moveTime) {
HandleMoveInputs();
}
// Advance the piece to the next row every x seconds
if (Time.time > stepTime) {
Step();
}
board.Set(this);
}
private void HandleMoveInputs()
{
// Soft drop movement
if (Input.GetKey(KeyCode.S))
{
if (Move(Vector2Int.down)) {
// Update the step time to prevent double movement
stepTime = Time.time + stepDelay;
}
}
// Left/right movement
if (Input.GetKey(KeyCode.A)) {
Move(Vector2Int.left);
} else if (Input.GetKey(KeyCode.D)) {
Move(Vector2Int.right);
}
}
private void Step()
{
stepTime = Time.time + stepDelay;
// Step down to the next row
Move(Vector2Int.down);
// Once the piece has been inactive for too long it becomes locked
if (lockTime >= lockDelay) {
Lock();
}
}
private void HardDrop()
{
while (Move(Vector2Int.down)) {
continue;
}
Lock();
}
private void Lock()
{
board.Set(this);
board.ClearLines();
board.SpawnPiece();
}
private bool Move(Vector2Int translation)
{
Vector3Int newPosition = position;
newPosition.x += translation.x;
newPosition.y += translation.y;
bool valid = board.IsValidPosition(this, newPosition);
// Only save the movement if the new position is valid
if (valid)
{
position = newPosition;
moveTime = Time.time + moveDelay;
lockTime = 0f; // reset
}
return valid;
}
private void Rotate(int direction)
{
// Store the current rotation in case the rotation fails
// and we need to revert
int originalRotation = rotationIndex;
// Rotate all of the cells using a rotation matrix
rotationIndex = Wrap(rotationIndex + direction, 0, 4);
ApplyRotationMatrix(direction);
// Revert the rotation if the wall kick tests fail
if (!TestWallKicks(rotationIndex, direction))
{
rotationIndex = originalRotation;
ApplyRotationMatrix(-direction);
}
}
private void ApplyRotationMatrix(int direction)
{
float[] matrix = Data.RotationMatrix;
// Rotate all of the cells using the rotation matrix
for (int i = 0; i < cells.Length; i++)
{
Vector3 cell = cells[i];
int x, y;
switch (data.tetromino)
{
case Tetromino.I:
case Tetromino.O:
// "I" and "O" are rotated from an offset center point
cell.x -= 0.5f;
cell.y -= 0.5f;
x = Mathf.CeilToInt((cell.x * matrix[0] * direction) + (cell.y * matrix[1] * direction));
y = Mathf.CeilToInt((cell.x * matrix[2] * direction) + (cell.y * matrix[3] * direction));
break;
default:
x = Mathf.RoundToInt((cell.x * matrix[0] * direction) + (cell.y * matrix[1] * direction));
y = Mathf.RoundToInt((cell.x * matrix[2] * direction) + (cell.y * matrix[3] * direction));
break;
}
cells[i] = new Vector3Int(x, y, 0);
}
}
private bool TestWallKicks(int rotationIndex, int rotationDirection)
{
int wallKickIndex = GetWallKickIndex(rotationIndex, rotationDirection);
for (int i = 0; i < data.wallKicks.GetLength(1); i++)
{
Vector2Int translation = data.wallKicks[wallKickIndex, i];
if (Move(translation)) {
return true;
}
}
return false;
}
private int GetWallKickIndex(int rotationIndex, int rotationDirection)
{
int wallKickIndex = rotationIndex * 2;
if (rotationDirection < 0) {
wallKickIndex--;
}
return Wrap(wallKickIndex, 0, data.wallKicks.GetLength(0));
}
private int Wrap(int input, int min, int max)
{
if (input < min) {
return max - (min - input) % (max - min);
} else {
return min + (input - min) % (max - min);
}
}
}
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using UnityEngine;
using UnityEngine.Tilemaps;
public enum Tetromino
{
I, J, L, O, S, T, Z
}
[System.Serializable]
public struct TetrominoData
{
public Tile tile;
public Tetromino tetromino;
public Vector2Int[] cells { get; private set; }
public Vector2Int[,] wallKicks { get; private set; }
public void Initialize()
{
cells = Data.Cells[tetromino];
wallKicks = Data.WallKicks[tetromino];
}
}
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# Tetris
> Tetris is a tile-matching video game created by Russian software engineer Alexey Pajitnov in 1984. In Tetris, players complete lines by moving differently shaped pieces (tetrominoes), which descend onto the playing field. The completed lines disappear and grant the player points, and the player can proceed to fill the vacated spaces. The game ends when the playing field is filled. The longer the player can delay this inevitable outcome, the higher their score will be.
- **Topics**: Game Logic, Tilemaps, Grids
- **Version**: Unity 2020.3 (LTS)
- [**Download**](https://github.com/zigurous/unity-tetris-tutorial/archive/refs/heads/main.zip)
- [**Watch Video**](https://youtu.be/ODLzYI4d-J8)
gitextract_sb2r_jlb/ ├── .gitignore ├── .vscode/ │ ├── extensions.json │ ├── launch.json │ └── settings.json ├── Art/ │ ├── Blocks.psd │ └── Border.psd ├── Assets/ │ ├── Scenes/ │ │ ├── Tetris.unity │ │ └── Tetris.unity.meta │ ├── Scenes.meta │ ├── Scripts/ │ │ ├── Board.cs │ │ ├── Board.cs.meta │ │ ├── Data.cs │ │ ├── Data.cs.meta │ │ ├── Ghost.cs │ │ ├── Ghost.cs.meta │ │ ├── Piece.cs │ │ ├── Piece.cs.meta │ │ ├── Tetromino.cs │ │ └── Tetromino.cs.meta │ ├── Scripts.meta │ ├── Sprites/ │ │ ├── Blue.png.meta │ │ ├── Border.png.meta │ │ ├── Cyan.png.meta │ │ ├── Ghost.png.meta │ │ ├── Green.png.meta │ │ ├── Grid.png.meta │ │ ├── Orange.png.meta │ │ ├── Purple.png.meta │ │ ├── Red.png.meta │ │ └── Yellow.png.meta │ ├── Sprites.meta │ ├── Tiles/ │ │ ├── Blocks.prefab │ │ ├── Blocks.prefab.meta │ │ ├── Blue.asset │ │ ├── Blue.asset.meta │ │ ├── Cyan.asset │ │ ├── Cyan.asset.meta │ │ ├── Ghost.asset │ │ ├── Ghost.asset.meta │ │ ├── Green.asset │ │ ├── Green.asset.meta │ │ ├── Orange.asset │ │ ├── Orange.asset.meta │ │ ├── Purple.asset │ │ ├── Purple.asset.meta │ │ ├── Red.asset │ │ ├── Red.asset.meta │ │ ├── Yellow.asset │ │ └── Yellow.asset.meta │ └── Tiles.meta ├── Packages/ │ ├── manifest.json │ └── packages-lock.json ├── ProjectSettings/ │ ├── AudioManager.asset │ ├── ClusterInputManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshAreas.asset │ ├── NetworkManager.asset │ ├── PackageManagerSettings.asset │ ├── Physics2DSettings.asset │ ├── PresetManager.asset │ ├── ProjectSettings.asset │ ├── ProjectVersion.txt │ ├── QualitySettings.asset │ ├── TagManager.asset │ ├── TimeManager.asset │ ├── TimelineSettings.asset │ ├── UnityConnectSettings.asset │ ├── VFXManager.asset │ ├── VersionControlSettings.asset │ └── XRSettings.asset └── README.md
SYMBOL INDEX (35 symbols across 5 files)
FILE: Assets/Scripts/Board.cs
class Board (line 4) | [DefaultExecutionOrder(-1)]
method Awake (line 23) | private void Awake()
method Start (line 33) | private void Start()
method SpawnPiece (line 38) | public void SpawnPiece()
method GameOver (line 52) | public void GameOver()
method Set (line 59) | public void Set(Piece piece)
method Clear (line 68) | public void Clear(Piece piece)
method IsValidPosition (line 77) | public bool IsValidPosition(Piece piece, Vector3Int position)
method ClearLines (line 100) | public void ClearLines()
method IsLineFull (line 118) | public bool IsLineFull(int row)
method LineClear (line 135) | public void LineClear(int row)
FILE: Assets/Scripts/Data.cs
class Data (line 4) | public static class Data
FILE: Assets/Scripts/Ghost.cs
class Ghost (line 4) | public class Ghost : MonoBehaviour
method Awake (line 14) | private void Awake()
method LateUpdate (line 20) | private void LateUpdate()
method Clear (line 28) | private void Clear()
method Copy (line 37) | private void Copy()
method Drop (line 44) | private void Drop()
method Set (line 67) | private void Set()
FILE: Assets/Scripts/Piece.cs
class Piece (line 3) | public class Piece : MonoBehaviour
method Initialize (line 19) | public void Initialize(Board board, Vector3Int position, TetrominoData...
method Update (line 39) | private void Update()
method HandleMoveInputs (line 73) | private void HandleMoveInputs()
method Step (line 92) | private void Step()
method HardDrop (line 105) | private void HardDrop()
method Lock (line 114) | private void Lock()
method Move (line 121) | private bool Move(Vector2Int translation)
method Rotate (line 140) | private void Rotate(int direction)
method ApplyRotationMatrix (line 158) | private void ApplyRotationMatrix(int direction)
method TestWallKicks (line 190) | private bool TestWallKicks(int rotationIndex, int rotationDirection)
method GetWallKickIndex (line 206) | private int GetWallKickIndex(int rotationIndex, int rotationDirection)
method Wrap (line 217) | private int Wrap(int input, int min, int max)
FILE: Assets/Scripts/Tetromino.cs
type Tetromino (line 4) | public enum Tetromino
type TetrominoData (line 9) | [System.Serializable]
method Initialize (line 18) | public void Initialize()
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]
// ... and 2 more files (download for full content)
About this extraction
This page contains the full source code of the zigurous/unity-tetris-tutorial GitHub repository, extracted and formatted as plain text for AI agents and large language models (LLMs). The extraction includes 75 files (140.3 KB), approximately 53.7k tokens, and a symbol index with 35 extracted functions, classes, methods, constants, and types. Use this with OpenClaw, Claude, ChatGPT, Cursor, Windsurf, or any other AI tool that accepts text input. You can copy the full output to your clipboard or download it as a .txt file.
Extracted by GitExtract — free GitHub repo to text converter for AI. Built by Nikandr Surkov.