public bool SetChessMaxMove(int maxMove) { if (CurrentChess == null) { return(false); } return(CurrentChess.SetMaxMove(maxMove)); }
public void SetCanMoveFrom(bool active) { if (CurrentChess == null) { return; } CurrentChess.SetSelectable(active); }
public void SetCanRemove(bool active) { if (CurrentChess == null) { return; } CurrentChess.SetRemovable(active); }
public Chess RemoveChess() { if (CurrentChess == null) { return(null); } var chess = CurrentChess; CurrentChess.ClearEvent(); CurrentChess = null; return(chess); }
public void ClearState() { SetCanMoveTo(false); SetAllChecked(false); SetHighlight(false); mCurMaxXPath.Clear(); mCurMaxYPath.Clear(); if (CurrentChess != null) { CurrentChess.ClearState(); } }
public void OnSomeChessSelected(Vector2Int selectPos) { if (selectPos == Pos) { return; } if (CurrentChess == null) { return; } CurrentChess.OnOtherChessSelected(); SetPathHighlight(false); }