//start SetBoard funs public void SetBoard()//clean the board { foreach (Button Bnt in Buttons) { Bnt.GetComponentInChildren <Text>().text = "_"; Bnt.interactable = true; } }
public void SetBoard(string Target)//set the board by state string { index = 0; foreach (Button Bnt in Buttons) { Bnt.GetComponentInChildren <Text>().text = Target[index] + ""; index++; // Debug.Log("set button num=" + (int.Parse(Bnt.name.Replace("Button-", "")))); // Debug.Log("set button text=" + Bnt.GetComponentInChildren<Text>()); } //Debug.Log(index + " buttons text= " + Target); }
public void SetBoard(BitArray Target, string token) //set the board by bitarray { int index = 0; foreach (Button Bnt in Buttons) { if (Target[index]) { Bnt.GetComponentInChildren <Text>().text = token; } Debug.Log(index + " buttons text= " + Target[index]); Debug.Log("set button num=" + (int.Parse(Bnt.name.Replace("Button-", "")))); Debug.Log("set button text=" + Bnt.GetComponentInChildren <Text>().text); index++; } }
public string GetBoard()//get board data and return it as a string Layer/w-123456789... { str = ""; if (GameHeader.OnEditWin) { str += "W-"; } foreach (Button Bnt in Buttons) { str += Bnt.GetComponentInChildren <Text>().text; } if (GameHeader.NeedToTrns)//if we use diffrent Tokens=> if Tokens!= X O @ & { foreach (string key in GameHeader.TokenTrns.Keys) { str.Replace(key, GameHeader.TokenTrns[key]); } } return(str); }