private void LayerChange()
    {
        LayerController layerController = gameObject.AddComponent <LayerController>();

        layerController.SetLayer(this.gameObject, this.gameObject);
        Destroy(layerController);
    }
Ejemplo n.º 2
0
    public void PlayerInit(GameObject player)
    {
        Transform       parent          = player.transform;
        LayerController layerController = gameObject.AddComponent <LayerController>();

        GameObject obj = Instantiate(king, parent.transform.TransformPoint(0.5f, -0.25f, -5.5f), parent.rotation, parent);

        obj.name = "King";
        obj      = Instantiate(queen, parent.transform.TransformPoint(-0.5f, -0.25f, -5.5f), parent.rotation, parent);
        obj.name = "Queen";
        obj      = Instantiate(bishop, parent.transform.TransformPoint(1.5f, -0.25f, -5.5f), parent.rotation, parent);
        obj.name = "Bishop";
        obj      = Instantiate(bishop, parent.transform.TransformPoint(-1.5f, -0.25f, -5.5f), parent.rotation, parent);
        obj.name = "Bishop";
        obj      = Instantiate(rook, parent.transform.TransformPoint(5.5f, -0.25f, -5.5f), parent.rotation, parent);
        obj.name = "Rook";
        obj      = Instantiate(rook, parent.transform.TransformPoint(-5.5f, -0.25f, -5.5f), parent.rotation, parent);
        obj.name = "Rook";
        for (float i = -4.5f; i < 6; i += 2)
        {
            obj      = Instantiate(archer, parent.transform.TransformPoint(i, -0.25f, -4.5f), parent.rotation, parent);
            obj.name = "Archer";
        }
        for (float i = -5.5f; i < 6; i += 2)
        {
            obj      = Instantiate(swordman, parent.transform.TransformPoint(i, -0.25f, -4.5f), parent.rotation, parent);
            obj.name = "Swordman";
        }
        for (float i = -4.5f; i < -2; i++)
        {
            obj      = Instantiate(knight, parent.transform.TransformPoint(i, -0.25f, -5.5f), parent.rotation, parent);
            obj.name = "Knight";
        }
        for (float i = 4.5f; 2 < i; i--)
        {
            obj      = Instantiate(knight, parent.transform.TransformPoint(i, -0.25f, -5.5f), parent.rotation, parent);
            obj.name = "Knight";
        }

        layerController.SetLayer(player, player);
        Destroy(layerController);
    }
Ejemplo n.º 3
0
    //列移動可能範囲
    virtual protected void QueueMovableSS()
    {
        int  i;
        bool queueCheck;
        bool opponentCheck;
        var  parent = playerName.transform;


        //後方への移動
        for (i = nowSquareQueue - 1, queueCheck = true, opponentCheck = true; i >= nowSquareQueue - back; i--)
        {
            if (0 <= i && i < 12)
            {
                Collider[] check = Physics.OverlapSphere(parent.transform.TransformPoint(selectedPlayer.transform.localPosition.x, -0.5f, queue[i]), 0.1f);
                foreach (Collider c in check)
                {
                    if (c.gameObject.transform.parent == parent)
                    {
                        queueCheck = false;
                    }
                    else
                    {
                        opponentCheck = false;
                    }
                }
                if (!queueCheck)
                {
                    break;
                }
                GameObject selectablesquare = (GameObject)Instantiate(selectableSquare, new Vector3(0, 0, 0), rotate);
                selectablesquare.transform.parent        = parent;
                selectablesquare.transform.rotation      = new Quaternion(0, 0, 0, 0);
                selectablesquare.transform.localPosition = new Vector3(selectedPlayer.transform.localPosition.x, -0.4f, queue[i]);
                selectableList.Add(selectablesquare);
                selectablesquare.name = selectableSquare.name;
                if (opponentCheck == false)
                {
                    break;
                }
            }
        }

        //前方への移動
        for (i = nowSquareQueue + 1, queueCheck = true, opponentCheck = true; i <= nowSquareQueue + forward; i++)
        {
            if (0 <= i & i < 12)
            {
                Collider[] check = Physics.OverlapSphere(parent.transform.TransformPoint(selectedPlayer.transform.localPosition.x, -0.5f, queue[i]), 0.1f);
                foreach (Collider c in check)
                {
                    if (c.gameObject.transform.parent == parent)
                    {
                        queueCheck = false;
                    }
                    else
                    {
                        opponentCheck = false;
                    }
                }
                if (!queueCheck)
                {
                    break;
                }
                GameObject selectablesquare = (GameObject)Instantiate(selectableSquare, new Vector3(0, 0, 0), rotate);
                selectablesquare.transform.parent        = parent;
                selectablesquare.transform.rotation      = new Quaternion(0, 0, 0, 0);
                selectablesquare.transform.localPosition = new Vector3(selectedPlayer.transform.localPosition.x, -0.4f, queue[i]);
                selectableList.Add(selectablesquare);
                selectablesquare.name = selectableSquare.name;
                if (opponentCheck == false)
                {
                    break;
                }
            }
        }
        layerController = gameObject.AddComponent <LayerController>();
        foreach (GameObject ss in selectableList)
        {
            layerController.SetLayer(parent.gameObject, ss);
        }
        Destroy(layerController);
    }
Ejemplo n.º 4
0
    protected void KnightMovableSS()
    {
        var parent = playerName.transform;
        int i      = nowSquareQueue;
        int ii     = nowSquareRow;

        if (0 <= i + 2 && i + 2 < 12)
        {
            if (0 <= ii + 1 && ii + 1 < 12)
            {
                bool       knightCheck = true;
                Collider[] check       = Physics.OverlapSphere(parent.transform.TransformPoint(row[ii + 1], -0.5f, queue[i + 2]), 0.1f);
                foreach (Collider c in check)
                {
                    if (c.gameObject.transform.parent == parent)
                    {
                        knightCheck = false;
                    }
                }
                if (knightCheck)
                {
                    GameObject selectablesquare = (GameObject)Instantiate(selectableSquare, new Vector3(0, 0, 0), rotate);
                    selectablesquare.transform.parent        = parent;
                    selectablesquare.transform.rotation      = new Quaternion(0, 0, 0, 0);
                    selectablesquare.transform.localPosition = new Vector3(row[ii + 1], -0.4f, queue[i + 2]);
                    selectableList.Add(selectablesquare);
                    selectablesquare.name = selectableSquare.name;
                }
            }
            if (0 <= ii - 1 && ii - 1 < 12)
            {
                bool       knightCheck = true;
                Collider[] check       = Physics.OverlapSphere(parent.transform.TransformPoint(row[ii - 1], -0.5f, queue[i + 2]), 0.1f);
                foreach (Collider c in check)
                {
                    if (c.gameObject.transform.parent == parent)
                    {
                        knightCheck = false;
                    }
                }
                if (knightCheck)
                {
                    GameObject selectablesquare = (GameObject)Instantiate(selectableSquare, new Vector3(0, 0, 0), rotate);
                    selectablesquare.transform.parent        = parent;
                    selectablesquare.transform.rotation      = new Quaternion(0, 0, 0, 0);
                    selectablesquare.transform.localPosition = new Vector3(row[ii - 1], -0.4f, queue[i + 2]);
                    selectableList.Add(selectablesquare);
                    selectablesquare.name = selectableSquare.name;
                }
            }
        }
        if (0 <= i - 2 && i - 2 < 12)
        {
            if (0 <= ii + 1 && ii + 1 < 12)
            {
                bool       knightCheck = true;
                Collider[] check       = Physics.OverlapSphere(parent.transform.TransformPoint(row[ii + 1], -0.5f, queue[i - 2]), 0.1f);
                foreach (Collider c in check)
                {
                    if (c.gameObject.transform.parent == parent)
                    {
                        knightCheck = false;
                    }
                }
                if (knightCheck)
                {
                    GameObject selectablesquare = (GameObject)Instantiate(selectableSquare, new Vector3(0, 0, 0), rotate);
                    selectablesquare.transform.parent        = parent;
                    selectablesquare.transform.rotation      = new Quaternion(0, 0, 0, 0);
                    selectablesquare.transform.localPosition = new Vector3(row[ii + 1], -0.4f, queue[i - 2]);
                    selectableList.Add(selectablesquare);
                    selectablesquare.name = selectableSquare.name;
                }
            }
            if (0 <= ii - 1 && ii - 1 < 12)
            {
                bool       knightCheck = true;
                Collider[] check       = Physics.OverlapSphere(parent.transform.TransformPoint(row[ii - 1], -0.5f, queue[i - 2]), 0.1f);
                foreach (Collider c in check)
                {
                    if (c.gameObject.transform.parent == parent)
                    {
                        knightCheck = false;
                    }
                }
                if (knightCheck)
                {
                    GameObject selectablesquare = (GameObject)Instantiate(selectableSquare, new Vector3(0, 0, 0), rotate);
                    selectablesquare.transform.parent        = parent;
                    selectablesquare.transform.rotation      = new Quaternion(0, 0, 0, 0);
                    selectablesquare.transform.localPosition = new Vector3(row[ii - 1], -0.4f, queue[i - 2]);
                    selectableList.Add(selectablesquare);
                    selectablesquare.name = selectableSquare.name;
                }
            }
        }
        if (0 <= i - 1 && i - 1 < 12)
        {
            if (0 <= ii + 2 && ii + 2 < 12)
            {
                bool       knightCheck = true;
                Collider[] check       = Physics.OverlapSphere(parent.transform.TransformPoint(row[ii + 2], -0.5f, queue[i - 1]), 0.1f);
                foreach (Collider c in check)
                {
                    if (c.gameObject.transform.parent == parent)
                    {
                        knightCheck = false;
                    }
                }
                if (knightCheck)
                {
                    GameObject selectablesquare = (GameObject)Instantiate(selectableSquare, new Vector3(0, 0, 0), rotate);
                    selectablesquare.transform.parent        = parent;
                    selectablesquare.transform.rotation      = new Quaternion(0, 0, 0, 0);
                    selectablesquare.transform.localPosition = new Vector3(row[ii + 2], -0.4f, queue[i - 1]);
                    selectableList.Add(selectablesquare);
                    selectablesquare.name = selectableSquare.name;
                }
            }
            if (0 <= ii - 2 && ii - 2 < 12)
            {
                bool       knightCheck = true;
                Collider[] check       = Physics.OverlapSphere(parent.transform.TransformPoint(row[ii - 2], -0.5f, queue[i - 1]), 0.1f);
                foreach (Collider c in check)
                {
                    if (c.gameObject.transform.parent)
                    {
                        knightCheck = false;
                    }
                }
                if (knightCheck)
                {
                    GameObject selectablesquare = (GameObject)Instantiate(selectableSquare, new Vector3(0, 0, 0), rotate);
                    selectablesquare.transform.parent        = parent;
                    selectablesquare.transform.rotation      = new Quaternion(0, 0, 0, 0);
                    selectablesquare.transform.localPosition = new Vector3(row[ii - 2], -0.4f, queue[i - 1]);
                    selectableList.Add(selectablesquare);
                    selectablesquare.name = selectableSquare.name;
                }
            }
        }
        if (0 <= i + 1 && i + 1 < 12)
        {
            if (0 <= ii + 2 && ii + 2 < 12)
            {
                bool       knightCheck = true;
                Collider[] check       = Physics.OverlapSphere(parent.transform.TransformPoint(row[ii + 2], -0.5f, queue[i + 1]), 0.1f);
                foreach (Collider c in check)
                {
                    if (c.gameObject.transform.parent == parent)
                    {
                        knightCheck = false;
                    }
                }
                if (knightCheck)
                {
                    GameObject selectablesquare = (GameObject)Instantiate(selectableSquare, new Vector3(0, 0, 0), rotate);
                    selectablesquare.transform.parent        = parent;
                    selectablesquare.transform.rotation      = new Quaternion(0, 0, 0, 0);
                    selectablesquare.transform.localPosition = new Vector3(row[ii + 2], -0.4f, queue[i + 1]);
                    selectableList.Add(selectablesquare);
                    selectablesquare.name = selectableSquare.name;
                }
            }
            if (0 <= ii - 2 && ii - 2 < 12)
            {
                bool       knightCheck = true;
                Collider[] check       = Physics.OverlapSphere(parent.transform.TransformPoint(row[ii - 2], -0.5f, queue[i + 1]), 0.1f);
                foreach (Collider c in check)
                {
                    if (c.gameObject.transform.parent == parent)
                    {
                        knightCheck = false;
                    }
                }
                if (knightCheck)
                {
                    GameObject selectablesquare = (GameObject)Instantiate(selectableSquare, new Vector3(0, 0, 0), rotate);
                    selectablesquare.transform.parent        = parent;
                    selectablesquare.transform.rotation      = new Quaternion(0, 0, 0, 0);
                    selectablesquare.transform.localPosition = new Vector3(row[ii - 2], -0.4f, queue[i + 1]);
                    selectableList.Add(selectablesquare);
                    selectablesquare.name = selectableSquare.name;
                }
            }
        }

        layerController = gameObject.AddComponent <LayerController>();
        foreach (GameObject ss in selectableList)
        {
            layerController.SetLayer(parent.gameObject, ss);
        }
        Destroy(layerController);
    }
Ejemplo n.º 5
0
    //斜め移動可能範囲
    virtual protected void DiagonalMovableSS()
    {
        int  i;
        int  ii;
        bool diagonalCheck;
        bool opponentCheck;
        var  parent = playerName.transform;

        //左後方への移動
        for (i = nowSquareQueue - 1, ii = nowSquareRow - 1, diagonalCheck = true, opponentCheck = true; i >= nowSquareQueue - diagonal && ii >= nowSquareRow - diagonal; i--, ii--)
        {
            if (0 <= i & i < 12 & 0 <= ii & ii < 12)
            {
                Collider[] check = Physics.OverlapSphere(parent.transform.TransformPoint(row[ii], -0.5f, queue[i]), 0.1f);
                foreach (Collider c in check)
                {
                    if (c.gameObject.transform.parent == parent)
                    {
                        diagonalCheck = false;
                    }
                    else
                    {
                        opponentCheck = false;
                    }
                }
                if (!diagonalCheck)
                {
                    break;
                }
                GameObject selectablesquare = (GameObject)Instantiate(selectableSquare, new Vector3(0, 0, 0), rotate);
                selectablesquare.transform.parent        = parent;
                selectablesquare.transform.rotation      = new Quaternion(0, 0, 0, 0);
                selectablesquare.transform.localPosition = new Vector3(row[ii], -0.4f, queue[i]);
                selectableList.Add(selectablesquare);
                selectablesquare.name = selectableSquare.name;
                if (opponentCheck == false)
                {
                    break;
                }
            }
        }
        //右後方への移動
        for (i = nowSquareQueue - 1, ii = nowSquareRow + 1, diagonalCheck = true, opponentCheck = true; i >= nowSquareQueue - diagonal && ii <= nowSquareRow + diagonal; i--, ii++)
        {
            if (0 <= i & i < 12 & 0 <= ii & ii < 12)
            {
                Collider[] check = Physics.OverlapSphere(parent.transform.TransformPoint(row[ii], -0.5f, queue[i]), 0.1f);
                foreach (Collider c in check)
                {
                    if (c.gameObject.transform.parent == parent)
                    {
                        diagonalCheck = false;
                    }
                    else
                    {
                        opponentCheck = false;
                    }
                }
                if (!diagonalCheck)
                {
                    break;
                }
                GameObject selectablesquare = (GameObject)Instantiate(selectableSquare, new Vector3(0, 0, 0), rotate);
                selectablesquare.transform.parent        = parent;
                selectablesquare.transform.rotation      = new Quaternion(0, 0, 0, 0);
                selectablesquare.transform.localPosition = new Vector3(row[ii], -0.4f, queue[i]);
                selectableList.Add(selectablesquare);
                selectablesquare.name = selectableSquare.name;
                if (opponentCheck == false)
                {
                    break;
                }
            }
        }
        //左前方への移動
        for (i = nowSquareQueue + 1, ii = nowSquareRow - 1, diagonalCheck = true, opponentCheck = true; i <= nowSquareQueue + diagonal && ii >= nowSquareRow - diagonal; i++, ii--)
        {
            if (0 <= i & i < 12 & 0 <= ii & ii < 12)
            {
                Collider[] check = Physics.OverlapSphere(parent.transform.TransformPoint(row[ii], -0.5f, queue[i]), 0.1f);
                foreach (Collider c in check)
                {
                    if (c.gameObject.transform.parent == parent)
                    {
                        diagonalCheck = false;
                    }
                    else
                    {
                        opponentCheck = false;
                    }
                }
                if (!diagonalCheck)
                {
                    break;
                }
                GameObject selectablesquare = (GameObject)Instantiate(selectableSquare, new Vector3(0, 0, 0), rotate);
                selectablesquare.transform.parent        = parent;
                selectablesquare.transform.rotation      = new Quaternion(0, 0, 0, 0);
                selectablesquare.transform.localPosition = new Vector3(row[ii], -0.4f, queue[i]);
                selectableList.Add(selectablesquare);
                selectablesquare.name = selectableSquare.name;
                if (opponentCheck == false)
                {
                    break;
                }
            }
        }
        //右前方への移動
        for (i = nowSquareQueue + 1, ii = nowSquareRow + 1, diagonalCheck = true, opponentCheck = true; i <= nowSquareQueue + diagonal && ii <= nowSquareRow + diagonal; i++, ii++)
        {
            if (0 <= i & i < 12 & 0 <= ii & ii < 12)
            {
                Collider[] check = Physics.OverlapSphere(parent.transform.TransformPoint(row[ii], -0.5f, queue[i]), 0.1f);
                foreach (Collider c in check)
                {
                    if (c.gameObject.transform.parent == parent)
                    {
                        diagonalCheck = false;
                    }
                    else
                    {
                        opponentCheck = false;
                    }
                }
                if (!diagonalCheck)
                {
                    break;
                }
                GameObject selectablesquare = (GameObject)Instantiate(selectableSquare, new Vector3(0, 0, 0), rotate);
                selectablesquare.transform.parent        = parent;
                selectablesquare.transform.rotation      = new Quaternion(0, 0, 0, 0);
                selectablesquare.transform.localPosition = new Vector3(row[ii], -0.4f, queue[i]);
                selectableList.Add(selectablesquare);
                selectablesquare.name = selectableSquare.name;
                if (opponentCheck == false)
                {
                    break;
                }
            }
        }
        layerController = gameObject.AddComponent <LayerController>();
        foreach (GameObject ss in selectableList)
        {
            layerController.SetLayer(parent.gameObject, ss);
        }
        Destroy(layerController);
    }