/// <summary> /// It's called when the movement chose by this player is finished. /// </summary> public override void NotifyEndOfMovement() { // See if the piece can capture again. if (base.isCapturing) { canMoveTo = base.currentPiece.GetBestSucessiveCapture(); if (canMoveTo.Count != 0) { isSucessiveCapture = true; base.board.DeselectTiles(); base.board.SelectPiece(base.currentPiece, canMoveTo); return; } } // Try to promote if (base.currentPiece.GetComponent <ManPiece>() != null) { ManPiece currentManPiece = base.currentPiece.GetComponent <ManPiece>(); if (currentManPiece != null) { currentManPiece.Promote(); } } // Reset state and call the next turn. isSucessiveCapture = false; canMoveTo = null; base.isCapturing = false; base.currentPiece = null; base.board.DeselectTiles(); base.board.DestroyCapturedPieces(); }
/// <summary> /// It's called when the movement chose by this player is finished. /// </summary> public override void NotifyEndOfMovement() { // Find out if the current piece can capture again. if (base.isCapturing) { ArrayList canMoveTo = base.currentPiece.GetBestSucessiveCapture(); isSucessiveCapture = true; if (canMoveTo.Count != 0) { this.Play(); return; } } // Try to promote ManPiece currentManPiece = base.currentPiece.GetComponent <ManPiece>(); if (currentManPiece != null) { currentManPiece.Promote(); } // Finish this turn. isSucessiveCapture = false; base.isCapturing = false; base.currentPiece = null; base.board.DestroyCapturedPieces(); }