Exemple #1
0
    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());
        }
    }
Exemple #2
0
    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);
        }
    }