private Mode gameMode; // the game mode of the board (what and where pieces should be in the board) public ChessBoard(int x, int y, Mode mode, Dictionary <string, bool> options) { chessTiles = new ChessTile[x, y]; blackPieces = new List <ChessPiece>(); whitePieces = new List <ChessPiece>(); eatenByBlack = new List <ChessPiece>(); eatenByWhite = new List <ChessPiece>(); if (options.Count == 0) { _SetDefaultOptions(); } else { Options = options; } this.uiPromotion = GameObject.Find("Promotion_Canvas").GetComponent <UIPromotionManager>(); this.uiWin = GameObject.Find("Win_Canvas").GetComponent <UIWinManager>(); gameMode = mode; _Create(0, 0); // Create the board's unity game object _Generate(); // Generate the tiles and pieces Sprite blackTile = GameManager.SpriteManager["blackTile"]; float x_pixels = blackTile.rect.width / blackTile.pixelsPerUnit; float y_pixels = blackTile.rect.height / blackTile.pixelsPerUnit; Camera.main.transform.position = new Vector3(((chessTiles.GetLength(0) / 2) - 1) * x_pixels + (x_pixels / 2), ((chessTiles.GetLength(1) / 2) - 1) * y_pixels + (y_pixels / 2), -10); Camera.main.orthographicSize = 13; // +3 = +2 tiles in Y-axis (above and below) //Ray: make it 13 from 12 }
public void WinGameOver() { UIWinManager _ui = GetComponent <UIWinManager>(); if (_ui != null) { _ui.ToggleWinPanel(); } }