public void RollbackGame() { if (effectNum != 0 && !(state == MainState.Move || state == MainState.Wait)) { return; } hint.ClearHints(); board.RollbackGame(cache); storage.RollbackGame(cache); lastMove = cache.lastMove; lastMoveHint.Focus(lastMove); turn = cache.descriptor.Turn; turnNum = cache.turnNum; state = MainState.Move; moveState = MoveState.Idle; _actionsCurrentTurn.Clear(); }
private void NewGame(GameMode gameMode) { this.gameMode = gameMode; lastMove = null; moveState = MoveState.Idle; ClearEffect(); hint.ClearHints(); board.NewGame(); storage.NewGame(); state = MainState.Ready; turn = Unit.OwnerEnum.Black; resultSprite.gameObject.SetActive(false); turnOverButton.gameObject.SetActive(false); if (gameMode != GameMode.Normal) { InitAI(); } logger.Text = ""; logger.State = UILogger.StateEnum.Normal; }