/// <summary> /// Spawns all Pieces for a ChessTeam /// </summary> /// <param name="mgr">EntityManager used for spawning</param> /// <param name="team">Team to spawn for</param> private static void SpawnChessTeam(EntityManager mgr, ChessTeam team) { quaternion rotation = team.Equals(ChessTeam.White) ? Quaternion.identity : Quaternion.Euler(0, 180, 0); int y = 0; int z = team.Equals(ChessTeam.White) ? 0 : 7; // 1 King SpawnChessPiece(mgr, team, ChessPiece.King, new float3(4, y, z), rotation); // 1 Queen SpawnChessPiece(mgr, team, ChessPiece.Queen, new float3(3, y, z), rotation); // 2 Rooks SpawnChessPiece(mgr, team, ChessPiece.Rook, new float3(0, y, z), rotation); SpawnChessPiece(mgr, team, ChessPiece.Rook, new float3(7, y, z), rotation); // 2 Bishops SpawnChessPiece(mgr, team, ChessPiece.Bishop, new float3(2, y, z), rotation); SpawnChessPiece(mgr, team, ChessPiece.Bishop, new float3(5, y, z), rotation); // 2 Knights SpawnChessPiece(mgr, team, ChessPiece.Knight, new float3(1, y, z), rotation); SpawnChessPiece(mgr, team, ChessPiece.Knight, new float3(6, y, z), rotation); // 8 Pawns z = team.Equals(ChessTeam.White) ? 1 : 6; for (int i = 0; i < 8; i++) { SpawnChessPiece(mgr, team, ChessPiece.Pawn, new float3(i, y, z), rotation); } }