//Confusing Name; Takes in a piece that is intersecting a floor, edits it so that everything on that floor is removed and everything else is moved down according to gravity void removePieceFromFloor(PieceObject tempPiece, int floorVal) { var tempList = tempPiece.getActualObjects(); var currNode = tempList.First; GameObject currObject; //Debug.Log(tempList.Count); while (currNode != null) { //Debug.Log("one Node"); currObject = currNode.Value; currNode = currNode.Next; //Debug.Log(currNode); if (currObject.transform.position.y == floorVal) { //Debug.Log("0 y value"); tempPiece.removeObjectFromActualObjects(currObject); Destroy(currObject); } else { if (currObject.transform.position.y > floorVal) { currObject.transform.Translate(new Vector3(0, -1, 0), Space.World); } } } }
public void ClickDown(PieceObject piece) { if (finished) { return; } // Ignore if managed by AI or is not your turn if (piece.piece.side != currentSide || (ai1 && !currentSide) || (ai2 && currentSide)) { return; } List <Position> positions = model.GetMovements(piece.piece); markersPool.ClearAll(); if (piece.Equals(selectedPiece)) { selectedPiece = null; return; } selectedPiece = piece; selectedUIPiece = null; for (int i = 0; i < positions.Count; i++) { Marker marker = markersPool.GetInstance <Marker>(true); marker.Initialize(ClickDownMarker); marker.SetHexPosition(positions[i]); } }
void removePieceFromWallZ(PieceObject tempPiece, int zVal) { var tempList = tempPiece.getActualObjects(); var currNode = tempList.First; GameObject currObject; //bool tempBool; //tempBool = false; Debug.Log(tempList.Count); while (currNode != null) { Debug.Log("recursion tick2"); //Debug.Log("one Node"); currObject = currNode.Value; currNode = currNode.Next; //Debug.Log(currNode); if (currObject.transform.position.y <= sizeDim + yOffset - 4 && currObject.transform.position.z == zVal) { Debug.Log("gameobject is part of wall and not above"); //Debug.Log("0 y value"); tempPiece.removeObjectFromActualObjects(currObject); Destroy(currObject); } } }
//=================================================== /*! @brief ピースの移動&入れ替え @param MouseData マウスのデータ @date 2013/01/20 @author Daichi Horio */ //=================================================== public bool MoveUpdate(MouseData mouseData) { GameObject obj = TouchUpdate(mouseData.pos); // 他のピースに触れたら選択しているピースと位置入れ替え if (obj != null) { PieceObject p = obj.GetComponent<PieceObject>(); if (p.GetState() == 0) { ReplacePiece(mNowSelectPiece, p); mRouteQueue.Enqueue(p.PicecPosition); } } if (mouseData.up || mNowSelectPiece.transform.position.y > (PieceSize * Height)) { mRouteQueue.Enqueue(mNowSelectPiece.PicecPosition); mNowSelectPiece.Relese(); mNowSelectPiece = null; return true; } return false; }
/// <summary> /// 駒打ちの処理を開始します。 /// </summary> private void BeginDropPiece(PieceObject pieceObject) { var piece = pieceObject.Piece; if (!CanBeginMove(piece.BWType)) { return; } if (GetCapturedPieceCount(piece.PieceType, piece.BWType) <= 0) { return; } // 表示用の駒を追加します。 this.movingPiece = new PieceObject(this, piece); AddPieceObject(this.movingPiece); if (EditMode != EditMode.Editing && EffectManager != null) { EffectManager.BeginMove(null, piece); } InManipulating = true; }
public void SelectPiece(Piece piece) { PieceObject pieceObject = pieces[piece.position.x, piece.position.y]; pieceObject.SelectPiece(); SelectTiles(piece.GetValidDestinations(GetChess().state)); }
/// <summary> /// Helper method that instantiates pieces on the correct nodes as well as saves said pieces in a private array per player. /// </summary> /// <param name="players"> The current player that owns the pieces. </param> /// <param name="piecePrefab">A prefab reference to create said pieces. </param> private static void PlacePieces(IPlayer player, PieceObject piecePrefab) { if (player == null) { return; } if (player.CurrentTeam == null || player.CurrentTeam.Team == Team.Empty) { return; } List <Piece> playerPieces = new List <Piece> (); Transform parent = new GameObject($"{player}'s pieces").transform; foreach (var node in player.CurrentTeam.TeamBase) { if (node.BelongsTo == player.CurrentTeam.Team) { node.StoredPiece = new Piece(piecePrefab, TeamGenerator.SetColorBasedOnTeam(player.CurrentTeam.Team), node, player.CurrentTeam.Team, parent); //Piece.CreatePiece (piecePrefab, TeamGenerator.SetColorBasedOnTeam (player.CurrentTeam.Team), node, player.CurrentTeam.Team); playerPieces.Add(node.StoredPiece); } } player.CurrentTeam.TeamsPieces = playerPieces; }
public void SelectPiece(PieceObject pieceObject) { pieceObject.SelectPiece(); Piece piece = GetPiece(pieceObject.position); SelectTiles(piece.GetValidDestinations(chess.state)); }
/// <summary> /// 駒の移動を終了します。 /// </summary> public void EndMove() { if (this.movingPiece == null) { return; } var square = this.movingPiece.Square; if (square != null) { // 移動中の駒の位置を元に戻します。 this.movingPiece.Coord = SquareToPoint(square); } else { // 駒打ちの場合は、表示用オブジェクトを新規に作成しています。 RemovePieceObject(this.movingPiece); } this.movingPiece = null; ClosePromoteDialog(); if (EffectManager != null) { EffectManager.EndMove(); } InManipulating = false; }
private void handlePieceClick(PieceObject clickedPiece) { Piece piece = chessGame.GetPiece(clickedPiece.position); if (selectedPiece == null) { if (piece.team == chessGame.GetChess().currentTeam) { SelectPiece(clickedPiece); } } else { if (selectedPiece == clickedPiece) { DeselectPiece(); } if (piece.team != chessGame.GetChess().currentTeam) { if (chessGame.GetChess().IsMoveValid(selectedPiece.position, clickedPiece.position)) { chessGame.MakeMove(selectedPiece.position, clickedPiece.position); } ; } } }
public void ClickDownMarker(Marker marker) { if (selectedPiece != null) { model.MovePiece(selectedPiece.piece, (marker.x, marker.y, marker.z)); audioSource.PlayOneShot(soundArray[UnityEngine.Random.Range(0, soundArray.Length - 1)]); Position newPos = model.GetPiecePosition(selectedPiece.piece); selectedPiece.SetHexPosition(newPos.x, newPos.y, newPos.z); selectedPiece = null; } else if (selectedUIPiece != null) { if (selectedUIPiece.piece.side) { panels[1].RemovePiece(selectedUIPiece); } else { panels[0].RemovePiece(selectedUIPiece); } model.MovePiece(selectedUIPiece.piece, (marker.x, marker.y, marker.z)); audioSource.PlayOneShot(soundArray[UnityEngine.Random.Range(0, soundArray.Length - 1)]); Position newPos = model.GetPiecePosition(selectedUIPiece.piece); GameObject instance = piecesPool.GetInstance(true); instance.GetComponent <PieceObject>().Initialize(selectedUIPiece.piece, ClickDown); instance.GetComponent <PieceObject>().SetHexPosition(model.GetPiecePosition(selectedUIPiece.piece)); selectedUIPiece = null; } NextTurn(); }
private void PlacePiece(ushort PieceIndex, Piece Piece) { GameObject newPiece = Instantiate(_piecePrefab, Piece.Position, Quaternion.identity); newPiece.transform.parent = _piecesContainer.transform; Piece.Name = Piece.Name + "_" + PieceIndex.ToString(); newPiece.transform.name = Piece.Name; SpriteRenderer spriteRenderer = newPiece.GetComponent <SpriteRenderer>(); spriteRenderer.sprite = Piece.GetSprite(); if (Piece.GetColor() == PieceColor.White) { spriteRenderer.color = Globals.WhitePieceColor; } else { spriteRenderer.color = Globals.BlackPieceColor; } PieceObject pieceObject = newPiece.AddComponent <PieceObject>(); pieceObject.SetInfo(PieceIndex, this, Piece.Position); _pieces.Add(PieceIndex, Piece); _pieceIndex++; }
//Used to remove the oueline from the highlighted piece void removeOutline(PieceObject tempPiece, string tempString) { var tempSet = tempPiece.getActualObjects(); removePiece(tempPiece); //allPieces.Remove(tempPiece); createPiece(getVector3Set(tempPiece.getActualObjects()), false, tempString); }
private void EatPiece(PieceObject piece, PieceObject pieceToEat, int x, int y) { eatemPieces.Add(pieceToEat); pieceToEat.gameObject.SetActive(false); Debug.Log(piece.name + "(" + piece.GetX() + ", " + piece.GetY() + ") comeu " + pieceToEat.name + " (" + pieceToEat.GetX() + ", " + pieceToEat.GetY() + ")"); SetPiecePosition(piece, x, y); DeselectPiece(); }
public void SetPiecePosition(PieceObject piece, int newX, int newY) { boardPieces[piece.GetX(), piece.GetY()] = null; piece.SetXY(newX, newY); boardPieces[newX, newY] = piece; piece.MovePiece(newX, newY); DeselectPiece(); }
public void SelectPiece(int x, int y) { selectedPiece = boardPieces[x, y]; if (selectedPiece != null) { Debug.Log(selectedPiece.name + " foi selecionada"); } }
public void Insert(PieceObject obj, Grid grid) { this.grid = grid; this.obj = obj; obj.gameObject.SetActive (false); obj.transform.parent = this.drop.transform; obj.transform.localPosition = Vector2.zero; }
/// <summary> /// Fake constructor that creates a view piece. /// </summary> /// <param name="prefab">A prefab reference.</param> /// <param name="worldPosition">Where the newrly created view piece will be spawned at.</param> /// <param name="team">Which team it lies in.</param> /// <param name="parent">A designated parent for sorting.</param> /// <param name="boardCoord">A reference to the globalPieceList item.</param> /// <returns>A view Piece.</returns> public static PieceObject CreatePieceObject(PieceObject prefab, Vector2 worldPosition, PieceColor team, Transform parent, Vector2Int boardCoord) { PieceObject newPiece = Instantiate(prefab, worldPosition, Quaternion.identity, parent); newPiece.SetTeamColor(team); newPiece.boardCoordinate = boardCoord; return(newPiece); }
//Given a set of points, create a pieceobject in that spot that will be put into the arrays and bookkeeping currectly PieceObject createPiece(LinkedList <Vector3> tempSet, bool outlineBool, string tempString) { currentPieces += 1; PieceObject newPiece = new PieceObject(createPieceGameObject(tempSet, outlineBool, tempString), tempString); addBlockPositions(newPiece); allPieces.Add(newPiece); return(newPiece); }
public Piece(PieceObject po) { type = po.data.type; baseHealth = po.data.baseHealth; baseDamage = po.data.baseDamage; baseAttackSpeed = po.data.baseAttackSpeed; baseRange = po.data.baseRange; cost = po.data.cost; }
// Hide the panels removes the game public void Clear() { panels[0].transform.parent.GetComponent <Animator>().SetBool("show", false); piecesPool.ClearAll(); markersPool.ClearAll(); hourglass.gameObject.SetActive(false); selectedPiece = null; selectedUIPiece = null; }
/// <summary> /// 指定の位置にある駒を削除します。 /// </summary> private void RemovePieceObject(PieceObject piece) { if (piece == null) { return; } this.pieceContainer.Children.Remove(piece.ModelGroup); this.pieceObjectList.Remove(piece); }
//Takes in a piece object and completely removes from exists (including gameobjects and arrays etc) void removePiece(PieceObject tempPiece) { currentPieces -= 1; allPieces.Remove(tempPiece); removeBlockPositions(tempPiece); foreach (var tempObject in tempPiece.getActualObjects()) { Destroy(tempObject); } }
void Awake() { PieceObject pieceData = constructablePiece.GetComponent <GameboardPiece>().piece; constructionImage.sprite = pieceData.staticSprite; baseAttackDamageText.text = pieceData.data.baseDamage.ToString(); baseAttackSpeedText.text = pieceData.data.baseAttackSpeed.ToString(); baseAttackRangeText.text = pieceData.data.baseRange.ToString(); costText.text = pieceData.data.cost.ToString(); }
//Used everywhere to take in a piece object and add it to the boolean arrays and piece object arrays void addBlockPositions(PieceObject tempObject) { var tempSet = tempObject.getActualObjects(); foreach (var element in tempSet) { actualField[(int)Mathf.Round(element.transform.position.x), (int)Mathf.Round(element.transform.position.y), (int)Mathf.Round(element.transform.position.z)] = tempObject; boolField[(int)Mathf.Round(element.transform.position.x), (int)Mathf.Round(element.transform.position.y), (int)Mathf.Round(element.transform.position.z)] = true; } }
//Function called when you want to hold a piece. Currently used a lot of functionality copied from spawnrandom void holdCurrentPiece() { var tempPiece = currentPiece; removeReflection(); removePiece(currentPiece); LinkedList <Vector3> tempSet2 = new LinkedList <Vector3>(); //string tempString; var tempString = holdScript.holdCurrentPieceAndReturnOldPiece(tempPiece.getPieceName()); if (tempString == "nothingHere") { booleanSpawnSwap(); return; } else if (tempString == "lPiece") { tempSet2 = lPieceSet(); } else if (tempString == "zPiece") { tempSet2 = zPieceSet(); } else if (tempString == "linePiece") { tempSet2 = linePieceSet(); } else if (tempString == "tPiece") { tempSet2 = tPieceSet(); } else if (tempString == "cubePiece") { tempSet2 = cubePieceSet(); } else if (tempString == "cornerPiece") { tempSet2 = cornerPieceSet(); } if (lossCheck(tempSet2)) { Debug.Log("you dead mate"); SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); return; } else { PieceObject newObject = createPiece(tempSet2, true, tempString); currentPiece = newObject; createReflectionPiece(tempSet2, currentPiece); } }
private void InstantiatePiece(PieceObject pieceObject, int x, int y, Team team) { GameObject go = GameObject.Instantiate(pieceObject.gameObject, Vector3.zero, Quaternion.identity, PieceParent.transform); go.name += " (" + team + ")"; //float pieceHeight = go.GetComponent<BoxCollider>().bounds.max.y; go.transform.position = new Vector3(x, tileHeight, y); go.GetComponent <PieceObject> ().position = new Vector2Int(x, y); pieces[x, y] = go.GetComponent <PieceObject> (); go.GetComponentInChildren <Renderer> ().material = team == Team.White ? WhiteMaterial : BlackMaterial; }
/// <summary> /// 駒台上の駒の表示用オブジェクトを取得します。 /// </summary> private PieceObject CreateCapturedPieceObject(PieceType pieceType, BWType bwType) { var piece = new BoardPiece(pieceType, false, bwType); var value = new PieceObject(this, piece) { Count = GetCapturedPieceCount(pieceType, bwType), Coord = CapturedPieceToPoint(pieceType, bwType), IsAlwaysVisible = false, }; return(value); }
public void Initialize(Board board, Action <Winner> endCallback, bool side = false) { bg.Initialize(ClickDownBackground); this.model = board; this.currentSide = side; this.endCallback = endCallback; this.finished = false; Dictionary <(int, int, int), Piece> placedPieces = model.GetPlacedPieces(); List <Piece> notPlacedPieces = model.GetNotPlacedPieces(); turnsCounter = board.GetMaxTurns(); if (turnsCounter > 0) { hourglass.gameObject.SetActive(true); hourglass.SetValue(turnsCounter, false); } else { turnsCounter = -1; } piecesPool.ClearAll(); foreach (KeyValuePair <(int, int, int), Piece> pair in placedPieces) { GameObject instance = piecesPool.GetInstance(true); instance.GetComponent <PieceObject>().Initialize(pair.Value, ClickDown); instance.GetComponent <PieceObject>().x = pair.Key.Item1; instance.GetComponent <PieceObject>().y = pair.Key.Item2; instance.GetComponent <PieceObject>().z = pair.Key.Item3; if (pair.Value.blocked) { GameObject chainInstance = chainsPool.GetInstance(true); chainInstance.GetComponent <HexObject>().SetHexPosition(pair.Value.position); } } foreach (Position p in model.GetBlockedPositions()) { GameObject instance = rocksPool.GetInstance(true); instance.GetComponent <HexObject>().SetHexPosition(p); } panels[0].Initialize(model, ClickPanelPiece); panels[1].Initialize(model, ClickPanelPiece); panels[0].transform.parent.GetComponent <Animator>().SetBool("show", true); audioSource = GetComponent <AudioSource>(); markersPool.ClearAll(); selectedPiece = null; selectedUIPiece = null; }
/// <summary> /// Mainline method: Creates a new match /// </summary> /// <param name="players">The amount of players participating, this includes what team each player will be as well as if they are computers.</param> /// <param name="prefab">A reference to a view piece prefab for spawning each player's pieces.</param> /// <returns>A list of active players that are participating in a match.</returns> public static List <UserModel> StartNewGame(List <PlayerDefinition> players, PieceObject prefab) { ResetGame(0); amountOfPlayers = players.Count; if (players.Count == 2) { AdaptTheBoard(); } List <UserModel> users = CreatePlayers(players); CreatePieces(users, prefab); return(users); }
private void Kill(PieceObject pieceObject) { Piece piece = GetPiece(pieceObject.position); movesWithoutKill = 0; OnKilled.Notify(piece); if (piece is King) { ShowGameOver(chess.currentTeam); } pieceObject.Kill(() => { Destroy(pieceObject); }); }
public IEnumerator AIMove(bool side) { yield return(new WaitForSeconds(1)); //DateTime inicio = DateTime.Now; // Find best move AI.AIResult ai = AI.FindBestMove(side, model, 0); //Debug.Log((DateTime.Now - inicio).Minutes + ":" + (DateTime.Now - inicio).Seconds + "." + (DateTime.Now - inicio).Milliseconds); //Debug.Log("Leaves: " + ai.leaves + ", Value: " + ai.bestValue); // Find piece to move in placed pieces foreach (PieceObject po in piecesPool.Next <PieceObject>()) { if (po.piece.Equals(ai.move.piece) && po.gameObject.activeSelf) { model.MovePiece(ai.move.piece, ai.move.position); audioSource.PlayOneShot(soundArray[UnityEngine.Random.Range(0, soundArray.Length - 1)]); Position newPos = model.GetPiecePosition(po.piece); po.SetHexPosition(ai.move.position.x, ai.move.position.y, ai.move.position.z); selectedPiece = null; selectedUIPiece = null; break; } } // Find piece to move in the panel foreach (PiecesPanel panel in panels) { foreach (PieceUI pui in panel.pieces) { if (pui.piece.Equals(ai.move.piece)) { model.MovePiece(ai.move.piece, ai.move.position); audioSource.PlayOneShot(soundArray[UnityEngine.Random.Range(0, soundArray.Length - 1)]); GameObject instance = piecesPool.GetInstance(true); instance.GetComponent <PieceObject>().Initialize(ai.move.piece, ClickDown); instance.GetComponent <PieceObject>().SetHexPosition(model.GetPiecePosition(ai.move.piece)); panel.RemovePiece(pui); selectedPiece = null; selectedUIPiece = null; break; } } } selectedPiece = null; selectedUIPiece = null; NextTurn(); }
void Start() { foreach(string whitePieceName in whitePieceNames) { GameObject piece = GameObject.Find(whitePieceName); PieceObject obj = new PieceObject(); obj.gameObject = piece; if(whitePieceName.StartsWith("Chess_King")) { obj.pieceType = PieceType.WhiteKing; obj.row = 8; obj.col = 4; } else if(whitePieceName.StartsWith("Chess_Queen")) { obj.pieceType = PieceType.WhiteQueen; obj.row = 8; obj.col = 5; } else if(whitePieceName.StartsWith("Chess_Bishop")) { obj.pieceType = PieceType.WhiteBishop; obj.row = 8; if(whitePieceName.EndsWith("1")) obj.col = 3; else obj.col = 6; } else if(whitePieceName.StartsWith("Chess_Knight")) { obj.pieceType = PieceType.WhiteKnight; obj.row = 8; if(whitePieceName.EndsWith("1")) obj.col = 2; else obj.col = 7; } else if(whitePieceName.StartsWith("Chess_Rock")) { obj.pieceType = PieceType.WhiteRock; obj.row = 8; if(whitePieceName.EndsWith("1")) obj.col = 1; else obj.col = 8; } else if(whitePieceName.StartsWith("Chess_Pawn")) { obj.pieceType = PieceType.WhitePawn; obj.row = 7; obj.col = int.Parse(whitePieceName[12].ToString()); } pieceObjects.Add(whitePieceName, obj); } foreach(string blackPieceName in blackPieceNames) { GameObject piece = GameObject.Find(blackPieceName); PieceObject obj = new PieceObject(); obj.gameObject = piece; if(blackPieceName.StartsWith("Chess_King")) { obj.pieceType = PieceType.BlackKing; obj.row = 1; obj.col = 4; } else if(blackPieceName.StartsWith("Chess_Queen")) { obj.pieceType = PieceType.BlackQueen; obj.row = 1; obj.col = 5; } else if(blackPieceName.StartsWith("Chess_Bishop")) { obj.pieceType = PieceType.BlackBishop; obj.row = 1; if(blackPieceName.EndsWith("1")) obj.col = 3; else obj.col = 6; } else if(blackPieceName.StartsWith("Chess_Knight")) { obj.pieceType = PieceType.BlackKnight; obj.row = 1; if(blackPieceName.EndsWith("1")) obj.col = 2; else obj.col = 7; } else if(blackPieceName.StartsWith("Chess_Rock")) { obj.pieceType = PieceType.BlackRock; obj.row = 1; if(blackPieceName.EndsWith("1")) obj.col = 1; else obj.col = 8; } else if(blackPieceName.StartsWith("Chess_Pawn")) { obj.pieceType = PieceType.BlackPawn; obj.row = 2; obj.col = int.Parse(blackPieceName[12].ToString()); } pieceObjects.Add(blackPieceName, obj); } foreach (string name in whitePieceNames) { GameObject piece = pieceObjects[name].gameObject; BoxCollider collider = piece.GetComponent<BoxCollider>(); collider.enabled = (GameTurn.Black != this.turn); } foreach (string name in blackPieceNames) { GameObject piece = pieceObjects[name].gameObject; BoxCollider collider = piece.GetComponent<BoxCollider>(); collider.enabled = (GameTurn.Black == this.turn); } }
private bool IsFront(PieceObject hit) { if (hit == null) return false; else if(hit.GetPieceType() != Piece.PieceType.Mirror) return true; else { var flipped = hit.GetComponent<Mirror>().IsFlipped(); var front = false; var facing = this.lazerIn.GetFacing(); if(facing.y != 0){ front = facing.y > 0; } else { front = facing.x > 0; front = flipped ? !front : front; } return front; } }
/// <summary> /// 駒オブジェクトなどを初期化します。 /// </summary> protected override void InitializeImpl() { base.InitializeImpl(); // 駒はマウスクリックを識別したいので、 // ModelUIElement3Dクラスを使います。 Element = new ModelUIElement3D() { Model = ModelGroup, }; // 表示用の駒オブジェクトを追加します。 var pieceObject = new PieceObject( this.shogi, new BoardPiece(BWType, PieceType)); AddChild(pieceObject); this.numberText = new DecoratedText() { TextFormat = "×{0}", Foreground = Brushes.Black, FontWeight = FontWeights.ExtraBlack, Stroke = Brushes.White, StrokeThickness = 0.8, }; // 駒数の表示用オブジェクトを追加します。 var w = this.shogi.CellSize.Width; var h = this.shogi.CellSize.Height; var numberModel = new GeometryModel3D() { Geometry = CreateDefaultMesh(0.7, 0.4), Material = new DiffuseMaterial(new VisualBrush(this.numberText)), Transform = new Transform3DGroup() .Apply(_ => _.Children.Add(new TranslateTransform3D(0.4, -0.4, 0.0)), _ => _.Children.Add(new ScaleTransform3D(w, h, 1.0))), }; ModelGroup.Children.Add(numberModel); UpdateElement(); }
/// <summary> /// 駒の移動を開始します。 /// </summary> private void BeginMovePiece(PieceObject pieceObject) { if (!CanBeginMove(pieceObject.Piece.BWType)) { return; } this.movingPiece = pieceObject; // 描画順を変えます。 this.pieceContainer.Children.Remove(pieceObject.ModelGroup); this.pieceContainer.Children.Add(pieceObject.ModelGroup); if (EditMode != EditMode.Editing && EffectManager != null) { EffectManager.BeginMove(pieceObject.Square, pieceObject.Piece); } }
public void SelectPiece(Piece piece) { this.StopParticlesAnimation(); foreach (Transform child in transform) { Behaviour otherHalo = child.gameObject.GetComponent("Halo") as Behaviour; if(otherHalo == null) continue; otherHalo.enabled = false; } Behaviour halo = piece.GetComponent("Halo") as Behaviour; halo.enabled = true; selectedObject = pieceObjects [piece.name]; selectedPiece = piece; int[][] availablePositionList = selectedObject.GetAvailableListToGo (); for(int i = 0; i < availablePositionList.Length; i++){ ParticleSystem pSystem = GameObject.Find ("light_" + availablePositionList[i][0] + "/" + availablePositionList[i][1]) .GetComponentInChildren<ParticleSystem>(); if(pSystem == null) continue; pSystem.Play(); } }
public void SetLayerOrder(PieceObject hit, int layer) { SendTo (IsFront(hit), layer); }
/// <summary> /// 駒打ちの処理を開始します。 /// </summary> private void BeginDropPiece(PieceObject pieceObject) { var piece = pieceObject.Piece; if (!CanBeginMove(piece.BWType)) { return; } if (GetCapturedPieceCount(piece.PieceType, piece.BWType) <= 0) { return; } // 表示用の駒を追加します。 this.movingPiece = new PieceObject(this, piece); AddPieceObject(this.movingPiece); if (EditMode != EditMode.Editing && EffectManager != null) { EffectManager.BeginMove(null, piece); } }
public void DeselectPiece(Piece piece) { Behaviour halo = piece.GetComponent("Halo") as Behaviour; halo.enabled = false; selectedObject = null; selectedPiece = null; this.StopParticlesAnimation (); }
/// <summary> /// 駒の移動を終了します。 /// </summary> private void EndMove() { if (this.movingPiece == null) { return; } var square = this.movingPiece.Square; if (square != null) { // 移動中の駒の位置を元に戻します。 this.movingPiece.Coord = SquareToPoint(square); } else { // 駒打ちの場合は、表示用オブジェクトを新規に作成しています。 RemovePieceObject(this.movingPiece); } this.movingPiece = null; ClosePromoteDialog(); if (EffectManager != null) { EffectManager.EndMove(); } //ReleaseMouseCapture(); }
void recieveMsg(string msg) { string[] androidMessage = msg.Split (','); if (androidMessage.Length != 4) return; Vector3 targetPosition = GameObject.Find ("Cube-" + androidMessage [2] + "-" + androidMessage [3]).transform.localPosition; string[] keys = (turn != GameTurn.Black) ? whitePieceNames : blackPieceNames; int row = int.Parse (androidMessage [0]); int col = int.Parse (androidMessage [1]); foreach(string key in keys) { if(pieceObjects[key].row == row && pieceObjects[key].col == col) { selectedObject = pieceObjects[key]; selectedPiece = selectedObject.gameObject.GetComponent<Piece> (); } } this.Move (int.Parse(androidMessage [2]), int.Parse (androidMessage [3]), targetPosition.x, targetPosition.z, true); }
/// <summary> /// 駒の表示用オブジェクトを取得します。 /// </summary> private void AddPieceObject(PieceObject value) { if (value == null) { return; } // 駒をデフォルト位置まで移動させます。 value.Coord = (value.Square != null ? SquareToPoint(value.Square) : CapturedPieceToPoint(value.Piece)); this.pieceContainer.Children.Add(value.ModelGroup); this.pieceObjectList.Add(value); }
//=================================================== /*! @brief ピースの入れ替え @date 2013/01/20 @author Daichi Horio */ //=================================================== private void ReplacePiece(PieceObject now, PieceObject any) { PiecePos pos1 = now.PicecPosition; PiecePos pos2 = any.PicecPosition; PieceObject obj = mRoot.PiecesList[pos2.x, pos2.y]; mRoot.PiecesList[pos2.x, pos2.y] = now; mRoot.PiecesList[pos1.x, pos1.y] = obj; any.SetPosition(pos1, NormalMoveSpeed); now.PicecPosition = pos2; mRoot.ActivList = any; }
//=================================================== /*! @brief 移動させるピースの選択 @param MouseData マウスの座標データ @date 2013/01/20 @author Daichi Horio */ //=================================================== public bool SelectUpdate(MouseData mouseData) { GameObject obj = null; if (mouseData.down) { obj = TouchUpdate(mouseData.pos); } if (obj == null) return false; mNowSelectPiece = obj.GetComponent<PieceObject>(); mNowSelectPiece.Catch(); mRoot.ActivList = mNowSelectPiece; return true; }
/// <summary> /// 駒台上の駒の表示用オブジェクトを取得します。 /// </summary> private PieceObject CreateCapturedPieceObject(PieceType pieceType, BWType bwType) { var piece = new BoardPiece(pieceType, false, bwType); var value = new PieceObject(this, piece) { Count = GetCapturedPieceCount(pieceType, bwType), Coord = CapturedPieceToPoint(pieceType, bwType), IsAlwaysVisible = false, }; // 駒台に表示します。 if (pieceType != PieceType.None) { this.capturedPieceContainer.Children.Add(value.ModelGroup); } return value; }