// don't use it
// public List<GameObject> CreateAndGetPins(Vector3 startPosition)
// {
// List<GameObject> resultPins = new List<GameObject>();
//
// // first row
// GameObject pin = Instantiate(pinPrefab, startPosition, Quaternion.identity);
// resultPins.Add(pin);
// //second row
// pin = Instantiate(pinPrefab, startPosition + new Vector3(-0.15f, 0, 0.26f ), Quaternion.identity);
// resultPins.Add(pin);
// pin = Instantiate(pinPrefab, startPosition + new Vector3(0.15f, 0, 0.26f ), Quaternion.identity);
// resultPins.Add(pin);
// //third row
// pin = Instantiate(pinPrefab, startPosition + new Vector3(-0.3f, 0, 0.52f ), Quaternion.identity);
// resultPins.Add(pin);
// pin = Instantiate(pinPrefab, startPosition + new Vector3(0.0f, 0, 0.52f ), Quaternion.identity);
// resultPins.Add(pin);
// pin = Instantiate(pinPrefab, startPosition + new Vector3(0.3f, 0, 0.52f ), Quaternion.identity);
// resultPins.Add(pin);
// //forth row
// pin = Instantiate(pinPrefab, startPosition + new Vector3(-0.45f, 0, 0.78f ), Quaternion.identity);
// resultPins.Add(pin);
// pin = Instantiate(pinPrefab, startPosition + new Vector3(-0.15f, 0, 0.78f ), Quaternion.identity);
// resultPins.Add(pin);
// pin = Instantiate(pinPrefab, startPosition + new Vector3(0.0f, 0, 0.78f ), Quaternion.identity);
// resultPins.Add(pin);
// pin = Instantiate(pinPrefab, startPosition + new Vector3(0.15f, 0, 0.78f ), Quaternion.identity);
// resultPins.Add(pin);
// pin = Instantiate(pinPrefab, startPosition + new Vector3(0.45f, 0, 0.78f ), Quaternion.identity);
// resultPins.Add(pin);
//
// return resultPins;
// }
private void RespawnPins()
{
int standingPins = _setter.CountStanding();
bool isStrike = _isFirstRoll && standingPins == 0;
if (isStrike)
{
_player.AddStrike();
_setter.ResetAllPins();
}
else if (_isFirstRoll)
{
_player.AddResultRoll(standingPins, _isFirstRoll);
_setter.ResetStandingPins();
}
else
{
_player.AddResultRoll(standingPins, _isFirstRoll);
_setter.ResetAllPins();
}
_isFirstRoll = isStrike || !_isFirstRoll;
_setter.SetPinsToStart();
manager.UpdateScoreUI();
}