Bonus item setup


Defines the type of the bonus item used by the gameplay systems.
Examples:
BONUSBOMB— bomb bonusROCKET— rocket bonusMULTICOLOR— multicolor bonus
Item Behaviour
Defines the basic behaviour of the item.
This field controls:
Matching
Switching
Neighbour damage
Explosion behaviour
Outline Glow Material
Specifies the material used for the item’s outline glow effect.
Base Speed
Defines the initial falling speed of the item.
Max Speed Multiplier
Defines the maximum falling speed multiplier that can be applied to the item.
Acceleration Rate
Defines how quickly the item accelerates while falling.
Bonus Behaviour
Contains settings specific to bonus item activation.
Activate By Touch
Determines whether the bonus can be activated by touching or clicking it.
Ignored Objects
Contains objects that should not receive damage or effects from this bonus item.

Combination Editor
The Combination Editor contains the settings that define how a bonus combination is detected and created.
How to open the Combination Editor
Select a bonus item prefab in the Project window.
In the Inspector, find the
ItemBonuscomponent.Click the
Combination Setupbutton.

Combination settings are stored in:
Assets/Resources/Settings/Combinations

Combination Editor fields
Item Type
Defines which bonus item is created by the combination.
The selected value must match the Current Type of the corresponding bonus prefab.
Priority
Defines the order in which combinations are checked.
If several combinations are possible, combinations with a higher priority are processed first.
Score For Combination
Defines the score awarded when the combination creates a bonus.
Can Be Rotated
Defines whether the combination pattern can be rotated.
When enabled, the pattern can be detected in different rotations.
When disabled, only the configured orientation and its supported mirrored orientation are used.
Matrix
Defines the main pattern required to create the bonus.
The matrix contains a 5×5 grid of cells.
Each cell can represent:
An empty position
A required item
The main item that is swapped
The matrix is used during normal combination detection.
Matrix Prediction
Defines the patterns used by the move prediction system.
These patterns are used to find possible moves that can create the configured bonus.
Prediction patterns can include rotated and mirrored versions of the main matrix.
Add Matrix
Adds another combination pattern to the asset.
Use multiple matrices when the same bonus can be created by different patterns.
Remove Matrix
Removes the last combination pattern from the asset.
At least one matrix remains in the asset.
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