void Start() { m_chessPos = new Vector2[x_len, y_len]; m_chessPos_P1_next = new Vector2[x_len_chessboard_next, y_len_chessboard_next]; m_chessPos_P2_next = new Vector2[x_len_chessboard_next, y_len_chessboard_next]; m_chessState = new int[x_len, y_len]; m_chessState_next = new int[x_len_chessboard_next, y_len_chessboard_next]; m_chessTurn = Game_Turn.turn_P1; m_playerScore = new int[2]; m_playerScore[(int)Game_Turn.turn_P1] = 0; m_playerScore[(int)Game_Turn.turn_P2] = 0; }
void OnNextTurn() { //落子成功,更换下棋顺序 m_chessTurn = (m_chessTurn == Game_Turn.turn_P1) ? Game_Turn.turn_P2 : Game_Turn.turn_P1; m_nextChess = new ColoredChess(); m_nextChess.NewRandomChess(new Vector2Int(0, 0)); for (int x = 0; x < x_len_chessboard_next; x++) { for (int y = 0; y < y_len_chessboard_next; y++) { m_chessState_next[x, y] = 0; } } PlacedChess(new Vector2Int(1, 1), ref m_nextChess, ref m_chessState_next); }
void Input_Restart() { //按下空格重新开始游戏 if (Input.GetKeyDown(KeyCode.Space)) { for (int i = 0; i < x_len; i++) { for (int j = 0; j < y_len; j++) { m_chessState[i, j] = 0; } } m_isStart = false; m_isPlaying = true; m_chessTurn = Game_Turn.turn_P1; m_winner = 0; } }