private void HandleInstantiateMesh(Material mat, Quaternion rot, Peices peice) { mesh = InstantiateMesh(meshPath[(int)peice - 1], transform, rot); mesh.AddComponent <CapsuleCollider>(); mesh.layer = LayerMask.NameToLayer("Peices"); //print(mesh.layer); MeshRenderer matAcess = mesh.GetComponent <MeshRenderer>(); // print("Before Name: " + matAcess.materials[1].name); if (matAcess != null) { //print("we got acess bois"); matAcess.material = mat; } }
public void init(Transform location, Peices peice, Material mat, int owner) { peiceType = peice; this.owner = owner; Quaternion rot = (owner == 1) ? Quaternion.identity : Quaternion.Euler(0, 180, 0); //print(mat.name); switch (peice) { case Peices.Pawn: HandleInstantiateMesh(mat, rot, Peices.Pawn); break; case Peices.Rook: HandleInstantiateMesh(mat, rot, Peices.Rook); break; case Peices.Knight: HandleInstantiateMesh(mat, rot, Peices.Knight); break; case Peices.Bishop: HandleInstantiateMesh(mat, rot, Peices.Bishop); break; case Peices.Queen: HandleInstantiateMesh(mat, rot, Peices.Queen); break; case Peices.King: HandleInstantiateMesh(mat, rot, Peices.King); break; default: break; } }
private void SetPeice(bool isPlayer1, Peices peice) { switch (peice) { case Peices.Pawn: state = isPlayer1 ? SegmentOccupationState.P1Pawn : SegmentOccupationState.P2Pawn; break; case Peices.Rook: state = isPlayer1 ? SegmentOccupationState.P1Rook : SegmentOccupationState.P2Rook; break; case Peices.Knight: state = isPlayer1 ? SegmentOccupationState.P1Knight : SegmentOccupationState.P2Knight; break; case Peices.Bishop: state = isPlayer1 ? SegmentOccupationState.P1Bishop : SegmentOccupationState.P2Bishop; break; case Peices.Queen: state = isPlayer1 ? SegmentOccupationState.P1Queen : SegmentOccupationState.P2Queen; break; case Peices.King: state = isPlayer1 ? SegmentOccupationState.P1King : SegmentOccupationState.P2King; break; case Peices.Empty: state = SegmentOccupationState.Empty; break; default: state = SegmentOccupationState.Empty; break; } }
private GameObject HandleInstantiatePeice(Material peiceMat, int player, bool isPlayer1, Peices peice) { GameObject playerPeice = InstantiatePeice(); playerPeice.GetComponent <PlayerPeice>().init(snapPointPlaced, peice, peiceMat, player); SetPeice(isPlayer1, peice); return(playerPeice); }