Example #1
0
    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;
        }
    }
Example #2
0
    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;
        }
    }
Example #3
0
    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;
        }
    }
Example #4
0
    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);
    }