void OnMouseDown() { var change_uni = GameObject.FindWithTag("Choosing"); if (change_uni != null) { int o_x = unit_movement.old_x; int o_y = unit_movement.old_y; int ix, iy; float fx, fy; u_n = unit_movement.unit_no; x = this.transform.position.x; y = this.transform.position.y; fx = x / (float)-0.75; fy = (y / (float)-0.8) + (float)0.3; ix = (int)fx; iy = (int)fy; if (o_x != 0 && o_y != 0) { board_array [o_x - 1, o_y - 1] = 0; } Debug.Log("ナンバー" + u_n + "の駒が" + o_x + "," + o_y + "から"); if (board_array [ix - 1, iy - 1] != 0) { List <int> fu_l = GameObject.Find("Gamecontroller").GetComponent <get_unit_list> ().fu_list; List <int> ky_l = GameObject.Find("Gamecontroller").GetComponent <get_unit_list> ().kyosha_list; List <int> ke_l = GameObject.Find("Gamecontroller").GetComponent <get_unit_list> ().keima_list; List <int> gi_l = GameObject.Find("Gamecontroller").GetComponent <get_unit_list> ().gin_list; List <int> ki_l = GameObject.Find("Gamecontroller").GetComponent <get_unit_list> ().kin_list; List <int> hi_l = GameObject.Find("Gamecontroller").GetComponent <get_unit_list> ().hisha_list; List <int> ka_l = GameObject.Find("Gamecontroller").GetComponent <get_unit_list> ().kaku_list; get_id = board_array [ix - 1, iy - 1]; var kill = GameObject.Find("unit" + get_id); int kill_unit_no = kill.GetComponent <unit_pos> ().no; string kill_unit_kind = kill.GetComponent <unit_pos> ().kind; Debug.Log(kill_unit_kind); Debug.Log(kill_unit_no); if (kill_unit_kind == "fu") { fu_l.Add(kill_unit_no); } if (kill_unit_kind == "kyosha") { ky_l.Add(kill_unit_no); } if (kill_unit_kind == "keima") { ke_l.Add(kill_unit_no); } if (kill_unit_kind == "gin") { gi_l.Add(kill_unit_no); } if (kill_unit_kind == "kin") { ki_l.Add(kill_unit_no); } if (kill_unit_kind == "hisha") { hi_l.Add(kill_unit_no); } if (kill_unit_kind == "kaku") { ka_l.Add(kill_unit_no); } int cntfu = fu_l.Count; Debug.Log("取った歩の数は" + cntfu); int cntky = ky_l.Count; Debug.Log("取った香車の数は" + cntky); int cntke = ke_l.Count; Debug.Log("取った桂馬の数は" + cntke); int cntgi = gi_l.Count; Debug.Log("取った銀の数は" + cntgi); int cntki = ki_l.Count; Debug.Log("取った金の数は" + cntki); int cnthi = hi_l.Count; Debug.Log("取った飛車の数は" + cnthi); int cntka = ka_l.Count; Debug.Log("取った角の数は" + cntka); image_list i_l = kill.GetComponent <image_list> (); var g_u = i_l.get_unit; kill.GetComponent <SpriteRenderer> ().sprite = g_u; kill.GetComponent <SpriteRenderer> ().enabled = false; kill.transform.position = new Vector3(0, 0, -3); Debug.Log("ナンバー" + get_id + "の駒をとって"); } board_array [ix - 1, iy - 1] = u_n; Debug.Log((ix) + "," + iy + "に移動しました。今このマスにいるのはナンバー" + u_n + "の駒です。"); change_uni.transform.position = new Vector3(x, y, -3); var new_posi = change_uni.GetComponent <unit_pos> (); new_posi.posx = ix; new_posi.posy = iy; change_uni.tag = ("Untagged"); if (change_uni.GetComponent <SpriteRenderer> ().enabled == false) { change_uni.GetComponent <SpriteRenderer> ().enabled = true; } GameObject.Find("unit_place").transform.position = new Vector3((float)-3.75, -4, -2); StartCoroutine(board_info_send()); } var change_uni2 = GameObject.FindWithTag("Choosing2"); if (change_uni2 != null) { int o_x = 0; int o_y = 0; int ix, iy; float fx, fy; u_n = get_unit_play.play_no; x = this.transform.position.x; y = this.transform.position.y; fx = x / (float)-0.75; fy = (y / (float)-0.8) + (float)0.3; ix = (int)fx; iy = (int)fy; if (o_x != 0 && o_y != 0) { board_array [o_x - 1, o_y - 1] = 0; } Debug.Log("ナンバー" + u_n + "の駒が" + o_x + "," + o_y + "から"); if (board_array [ix - 1, iy - 1] != 0) { List <int> fu_l = GameObject.Find("Gamecontroller").GetComponent <get_unit_list> ().fu_list; List <int> ky_l = GameObject.Find("Gamecontroller").GetComponent <get_unit_list> ().kyosha_list; List <int> ke_l = GameObject.Find("Gamecontroller").GetComponent <get_unit_list> ().keima_list; List <int> gi_l = GameObject.Find("Gamecontroller").GetComponent <get_unit_list> ().gin_list; List <int> ki_l = GameObject.Find("Gamecontroller").GetComponent <get_unit_list> ().kin_list; List <int> hi_l = GameObject.Find("Gamecontroller").GetComponent <get_unit_list> ().hisha_list; List <int> ka_l = GameObject.Find("Gamecontroller").GetComponent <get_unit_list> ().kaku_list; get_id = board_array [ix - 1, iy - 1]; var kill = GameObject.Find("unit" + get_id); int kill_unit_no = kill.GetComponent <unit_pos> ().no; string kill_unit_kind = kill.GetComponent <unit_pos> ().kind; Debug.Log(kill_unit_kind); Debug.Log(kill_unit_no); if (kill_unit_kind == "fu") { fu_l.Add(kill_unit_no); } if (kill_unit_kind == "kyosha") { ky_l.Add(kill_unit_no); } if (kill_unit_kind == "keima") { ke_l.Add(kill_unit_no); } if (kill_unit_kind == "gin") { gi_l.Add(kill_unit_no); } if (kill_unit_kind == "kin") { ki_l.Add(kill_unit_no); } if (kill_unit_kind == "hisha") { hi_l.Add(kill_unit_no); } if (kill_unit_kind == "kaku") { ka_l.Add(kill_unit_no); } int cntfu = fu_l.Count; Debug.Log("取った歩の数は" + cntfu); int cntky = ky_l.Count; Debug.Log("取った香車の数は" + cntky); int cntke = ke_l.Count; Debug.Log("取った桂馬の数は" + cntke); int cntgi = gi_l.Count; Debug.Log("取った銀の数は" + cntgi); int cntki = ki_l.Count; Debug.Log("取った金の数は" + cntki); int cnthi = hi_l.Count; Debug.Log("取った飛車の数は" + cnthi); int cntka = ka_l.Count; Debug.Log("取った角の数は" + cntka); image_list i_l = kill.GetComponent <image_list> (); var g_u = i_l.get_unit; kill.GetComponent <SpriteRenderer> ().sprite = g_u; kill.GetComponent <SpriteRenderer> ().enabled = false; kill.transform.position = new Vector3(0, 0, -3); Debug.Log("ナンバー" + get_id + "の駒をとって"); } board_array [ix - 1, iy - 1] = u_n; Debug.Log((ix) + "," + iy + "に移動しました。今このマスにいるのはナンバー" + u_n + "の駒です。"); change_uni.transform.position = new Vector3(x, y, -3); var new_posi = change_uni.GetComponent <unit_pos> (); new_posi.posx = ix; new_posi.posy = iy; change_uni.tag = ("Untagged"); if (change_uni.GetComponent <SpriteRenderer> ().enabled == false) { change_uni.GetComponent <SpriteRenderer> ().enabled = true; } GameObject.Find("unit_place").transform.position = new Vector3((float)-3.75, -4, -2); StartCoroutine(board_info_send()); } }
public void u_p() { if (change_uni != null) { if (o_x != 0 && o_y != 0) { board_array [o_x - 1, o_y - 1] = 0; } Debug.Log("ナンバー" + u_n + "の駒が" + o_x + "," + o_y + "から"); if (board_array [ix - 1, iy - 1] != 0) { List <int> fu_l = GameObject.Find("Gamecontroller").GetComponent <get_unit_list> ().fu_list; List <int> ky_l = GameObject.Find("Gamecontroller").GetComponent <get_unit_list> ().kyosha_list; List <int> ke_l = GameObject.Find("Gamecontroller").GetComponent <get_unit_list> ().keima_list; List <int> gi_l = GameObject.Find("Gamecontroller").GetComponent <get_unit_list> ().gin_list; List <int> ki_l = GameObject.Find("Gamecontroller").GetComponent <get_unit_list> ().kin_list; List <int> hi_l = GameObject.Find("Gamecontroller").GetComponent <get_unit_list> ().hisha_list; List <int> ka_l = GameObject.Find("Gamecontroller").GetComponent <get_unit_list> ().kaku_list; get_id = board_array [ix - 1, iy - 1]; var kill = GameObject.Find("unit" + get_id); int kill_unit_no = kill.GetComponent <unit_pos> ().no; string kill_unit_kind = kill.GetComponent <unit_pos> ().kind; Debug.Log(kill_unit_kind); Debug.Log(kill_unit_no); if (kill_unit_kind == "fu") { fu_l.Add(kill_unit_no); } if (kill_unit_kind == "kyosha") { ky_l.Add(kill_unit_no); } if (kill_unit_kind == "keima") { ke_l.Add(kill_unit_no); } if (kill_unit_kind == "gin") { gi_l.Add(kill_unit_no); } if (kill_unit_kind == "kin") { ki_l.Add(kill_unit_no); } if (kill_unit_kind == "hisha") { hi_l.Add(kill_unit_no); } if (kill_unit_kind == "kaku") { ka_l.Add(kill_unit_no); } int cntfu = fu_l.Count; Debug.Log("取った歩の数は" + cntfu); int cntky = ky_l.Count; Debug.Log("取った香車の数は" + cntky); int cntke = ke_l.Count; Debug.Log("取った桂馬の数は" + cntke); int cntgi = gi_l.Count; Debug.Log("取った銀の数は" + cntgi); int cntki = ki_l.Count; Debug.Log("取った金の数は" + cntki); int cnthi = hi_l.Count; Debug.Log("取った飛車の数は" + cnthi); int cntka = ka_l.Count; Debug.Log("取った角の数は" + cntka); image_list i_l = kill.GetComponent <image_list> (); var g_u = i_l.get_unit; kill.GetComponent <SpriteRenderer> ().sprite = g_u; kill.GetComponent <SpriteRenderer> ().enabled = false; kill.transform.position = new Vector3(0, 0, -3); Debug.Log("ナンバー" + get_id + "の駒をとって"); Debug.Log("get_id = " + get_id); } board_array [ix - 1, iy - 1] = u_n; Debug.Log((ix) + "," + iy + "に移動しました。今このマスにいるのはナンバー" + u_n + "の駒です。"); change_uni.transform.position = new Vector3(x, y, -3); var new_posi = change_uni.GetComponent <unit_pos> (); new_posi.posx = ix; new_posi.posy = iy; change_uni.tag = ("Untagged"); if (change_uni.GetComponent <SpriteRenderer> ().enabled == false) { change_uni.GetComponent <SpriteRenderer> ().enabled = true; } GameObject.Find("unit_place").transform.position = new Vector3((float)-3.75, -4, -2); } }