Having trouble adding points to my block matching game C#

In the block matching game that I’m currently working on, I have the ability for the game to destroy multiple blocks at a given time, but what I want after the blocks are clicked and destroyed is I want the game to recognize how many blocks have been destroyed and then add points based off of that number. For example:

  • if 2 blocks - 4 points
  • if 3 blocks - 9 points
  • if 4 blocks - 16 points
  • etc

The code below is where I’m destroying groups of blocks. Would I need to add the points here? Or call it later in an OnDestroy function? Help is much appreciated!

public void DestroyBlock(GameObject clickedBlock) {
			Vector2 blockPos = GetBlockPos(clickedBlock);
			if (blockPos != new Vector2(-1,-1)) {
				Color texType = clickedBlock.renderer.material.color;
				clickedBlock.renderer.material.color = new Color(1f,1f,1f,0f);
				// Destroy blocks moving up
				if (blockPos.y > 0) {
					if (grid[(int)blockPos.x,(int)blockPos.y-1].renderer.material.color == texType) {
						DestroyBlock(grid[(int)blockPos.x, (int) blockPos.y - 1]);	
					}
				}
				// Destroy blocks going right
				if (blockPos.x > 0) {
					if (grid[(int)blockPos.x-1,(int)blockPos.y].renderer.material.color == texType) {
						DestroyBlock(grid[(int)blockPos.x-1, (int) blockPos.y]);	
					}
				}
				
				// Destroy blocks going down
				if (blockPos.y < grid.GetLength(1)-1) {
					if (grid[(int)blockPos.x,(int)blockPos.y+1].renderer.material.color == texType) {
						DestroyBlock(grid[(int)blockPos.x, (int) blockPos.y + 1]);	
					}
				}
				// Destroy blocks going left
				if (blockPos.x < grid.GetLength (1)-1) {
					if (grid[(int)blockPos.x+1,(int)blockPos.y].renderer.material.color == texType) {
						DestroyBlock(grid[(int)blockPos.x+1, (int) blockPos.y]);	
					}
				}
			}
		}

One way doing it with pure recursion (no outside variables) would be:

public int DestroyBlock(GameObject clickedBlock)
{
    int blocksDestroyed = 0; // keep a counter of how many blocks this function has destroyed
    Vector2 blockPos = GetBlockPos(clickedBlock);
    if (blockPos != new Vector2(-1, -1))
    {
        Color texType = clickedBlock.renderer.material.color;
        clickedBlock.renderer.material.color = new Color(1f, 1f, 1f, 0f);
        blocksDestroyed++; // count this as 1 block destroyed

        // Destroy blocks moving up
        if (blockPos.y > 0)
        {
            if (grid[(int)blockPos.x, (int)blockPos.y - 1].renderer.material.color == texType)
            {
                blocksDestroyed += DestroyBlock(grid[(int)blockPos.x, (int)blockPos.y - 1]);
            }
        }
        // Destroy blocks going right
        if (blockPos.x > 0)
        {
            if (grid[(int)blockPos.x - 1, (int)blockPos.y].renderer.material.color == texType)
            {
                blocksDestroyed += DestroyBlock(grid[(int)blockPos.x - 1, (int)blockPos.y]);
            }
        }

        // Destroy blocks going down
        if (blockPos.y < grid.GetLength(1) - 1)
        {
            if (grid[(int)blockPos.x, (int)blockPos.y + 1].renderer.material.color == texType)
            {
                blocksDestroyed += DestroyBlock(grid[(int)blockPos.x, (int)blockPos.y + 1]);
            }
        }
        // Destroy blocks going left
        if (blockPos.x < grid.GetLength(1) - 1)
        {
            if (grid[(int)blockPos.x + 1, (int)blockPos.y].renderer.material.color == texType)
            {
                blocksDestroyed += DestroyBlock(grid[(int)blockPos.x + 1, (int)blockPos.y]);
            }
        }
    }

    return blocksDestroyed; // return how many blocks we have destroyed including the total between the recursion branches
}

DestroyBlock() returns how may blocks it destroyed directly plus the total of how many block each of the recursive branches destroyed. The outmost call to DestroyBlock() will then return the total sum of blocks destroyed between all the DestroyBlock()s. Then do your score calculation with whatever value DestroyBlock() returns.