public void Spawn(int indexX, int indexY, GameObject[] prefabs, Transform parent) { Vector3 ppos = new Vector3(indexX, indexY, 0); switch (indexY) { case 0: PlayerPeices(indexX, indexY, ppos, prefabs, parent); break; case 1: currentType = PeiceType.POND; mySelf = DesktopInput.Instantiate(prefabs[0], ppos, Quaternion.identity, parent); break; case 6: currentType = PeiceType.POND; isWhite = false; mySelf = DesktopInput.Instantiate(prefabs[0], ppos, Quaternion.identity, parent); mySelf.GetComponent <SpriteRenderer>().color = Color.gray; break; case 7: isWhite = false; PlayerPeices(indexX, indexY, ppos, prefabs, parent); break; default: break; } }
private void PlayerPeices(int indexX, int indexY, Vector3 ppos, GameObject[] prefabs, Transform parent) { switch (indexX) { case 0: //Right Side Rooks currentType = PeiceType.ROOK; mySelf = DesktopInput.Instantiate(prefabs[1], ppos, Quaternion.identity, parent); break; case 7: // Left Side Rooks currentType = PeiceType.ROOK; mySelf = DesktopInput.Instantiate(prefabs[1], ppos, Quaternion.identity, parent); break; case 1: currentType = PeiceType.KNIGHT; mySelf = DesktopInput.Instantiate(prefabs[2], ppos, Quaternion.identity, parent); break; case 6: currentType = PeiceType.KNIGHT; mySelf = DesktopInput.Instantiate(prefabs[2], ppos, Quaternion.identity, parent); break; case 2: currentType = PeiceType.BISHOB; mySelf = DesktopInput.Instantiate(prefabs[3], ppos, Quaternion.identity, parent); break; case 5: currentType = PeiceType.BISHOB; mySelf = DesktopInput.Instantiate(prefabs[3], ppos, Quaternion.identity, parent); break; case 3: currentType = PeiceType.QUEEN; mySelf = DesktopInput.Instantiate(prefabs[4], ppos, Quaternion.identity, parent); break; case 4: currentType = PeiceType.KING; mySelf = DesktopInput.Instantiate(prefabs[5], ppos, Quaternion.identity, parent); break; default: break; } if (!isWhite) { mySelf.GetComponent <SpriteRenderer>().color = Color.gray; } }