void SetPieceSprites()
 {
     for (int i = 0; i < board.Pieces.Count; i++)
     {
         GameObject pieceGO = pieceController.GetGameObjectOfPiece(board.Pieces[i]);
         pieceGO.GetComponent <SpriteRenderer>().sprite           = GetSpriteForPiece(board.Pieces[i]);
         pieceGO.GetComponent <SpriteRenderer>().sortingLayerName = piecesSortingLayer;
     }
 }
Exemple #2
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    // Update is called once per frame
    void Update()
    {
        Vector3 mousePos = cameraMain.ScreenToWorldPoint(Input.mousePosition);

        if (Input.GetMouseButtonDown(0))
        {
            Tile currentTile = board[Mathf.RoundToInt(mousePos.y), Mathf.RoundToInt(mousePos.x)];
            ///Debugging
            //Debug.Log(Mathf.RoundToInt(mousePos.x) + " : " + Mathf.RoundToInt(mousePos.y));
            //Debug.Log(currentTile);
            //Debug.Log(currentTile.Piece);
            //if we are on an tile and this tile has a piece on it so we can move the object
            if (currentTile != null && currentTile.Piece != null)
            {
                capturedGO    = pieceController.GetGameObjectOfPiece(currentTile.Piece);
                capturedPiece = currentTile.Piece;
            }
            //we have captured the piece so make the tile's piece null
            currentTile.Piece = null;
        }
        if (Input.GetMouseButton(0) && capturedGO != null)
        {
            //move the object
            capturedGO.transform.position = new Vector3(mousePos.x, mousePos.y);
        }

        //IsMoveLegal????
        if (Input.GetMouseButtonUp(0) && capturedGO != null && capturedPiece != null)
        {
            //make sure the piece is the correct position
            capturedGO.transform.position = new Vector3(Mathf.RoundToInt(mousePos.x), Mathf.RoundToInt(mousePos.y));
            //we need to set piece when we button up
            board[Mathf.RoundToInt(mousePos.y), Mathf.RoundToInt(mousePos.x)].Piece = capturedPiece;
            capturedGO    = null;
            capturedPiece = null;
        }
    }