void init() { GameBoard = new gameBoard[10][]; for (int i = 0; i < 10; i++) { GameBoard[i] = new gameBoard[10]; } for (int i = 0; i < 10; i++) { for (int j = 0; j < 10; j++) { GameBoard[i][j] = new gameBoard(); } } currentSelectedPiece = new gameBoard(); validCoordinates = new SC_DefiendVariables.Point[4]; for (int i = 0; i < 4; i++) { validCoordinates[i] = new SC_DefiendVariables.Point(); } enemyArray = new List <SC_PieceLogic>(); currentTurn = (SC_DefiendVariables.Turn)UnityEngine.Random.Range(0, 2); print("CurrentTurn see if its working= " + currentTurn); }
void init() { gameBoard = new SC_MultiPlayer_gameBoard[10][]; for (int i = 0; i < 10; i++) { gameBoard[i] = new SC_MultiPlayer_gameBoard[10]; } for (int i = 0; i < 10; i++) { for (int j = 0; j < 10; j++) { gameBoard[i][j] = new SC_MultiPlayer_gameBoard(); } } currentSelectedPiece = new SC_MultiPlayer_gameBoard(); validCoordinates = new SC_DefiendVariables.Point[4]; for (int i = 0; i < 4; i++) { validCoordinates[i] = new SC_DefiendVariables.Point(); } enemyArray = new List <SC_MultiPlayer_PieceLogic>(); currentTurn = (SC_DefiendVariables.Turn)UnityEngine.Random.Range(0, 2); //change it later initMultiplayer(); }
public void RedTurn() { int _row; int _col; ResetValidCoordinates(); bool _catchedAvaliblePiece = true, _rnd = true; int[] _arrayOfOptions = new int[4]; int _rndNumber = 0; int randomMove = 0; SC_DefiendVariables.Point moveTo; moveTo = new SC_DefiendVariables.Point(); if (currentTurn == SC_DefiendVariables.Turn.RedTurn) { while (_catchedAvaliblePiece) { _rndNumber = UnityEngine.Random.Range(0, enemyArray.Count); _catchedAvaliblePiece = HasValidMove(enemyArray[_rndNumber]); } currentSelectedPiece.piece = enemyArray[_rndNumber]; while (_rnd) { randomMove = UnityEngine.Random.Range(0, 4); if (validCoordinates[randomMove].Row != -1) { _rnd = false; } } //randomMove contain the currect coordinate to move to. moveTo.Col = validCoordinates[randomMove].Col; moveTo.Row = validCoordinates[randomMove].Row; _row = currentSelectedPiece.piece.currentTileRow; _col = currentSelectedPiece.piece.currentTileCol; if (GameBoard[moveTo.Row][moveTo.Col].tileStatus == SC_DefiendVariables.TileStatus.Empty) { GameBoard[_row][_col].piece = null; GameBoard[_row][_col].tileStatus = SC_DefiendVariables.TileStatus.Empty; GameBoard[moveTo.Row][moveTo.Col].tileStatus = SC_DefiendVariables.TileStatus.RedOccupied; GameBoard[moveTo.Row][moveTo.Col].piece = currentSelectedPiece.piece; currentSelectedPiece.piece.currentTileRow = moveTo.Row; currentSelectedPiece.piece.currentTileCol = moveTo.Col; SC_View.Instance.movePieceToNewLocation(currentSelectedPiece.piece, GameBoard[moveTo.Row][moveTo.Col].tile.GetComponent <SC_TileLogic>()); } else if (GameBoard[moveTo.Row][moveTo.Col].tileStatus == SC_DefiendVariables.TileStatus.BlueOccupied) { fight(GameBoard[moveTo.Row][moveTo.Col].tile.GetComponent <SC_TileLogic>()); } SC_View.Instance.HideValidPlacements(); SwitchTurn(); } }