virtual protected void DoClick() { //pick stone and click it PlayerStone[] legalStones = GetLegalMoves(); if (legalStones == null || legalStones.Length == 0) { //we have no legal moves how did we get here? //we might still be in a delayed corutine somewhere? return; } //basic AI simply picks a legal move at random PlayerStone pickedStone = PickStoneToMove(legalStones); pickedStone.MoveMe(); }
virtual protected void DoClick() { //pick a stone to move, then "click" it. PlayerStone[] legalStones = GetLegalMoves(); if (legalStones == null || legalStones.Length == 0) { //we have no legal moves. how did we get here? //we might still be in a delayed coroutine somewhere. let's no freak out. return; } //basicAi simply picks a legal move at random. PlayerStone pickStone = legalStones[Random.Range(0, legalStones.Length)]; pickStone.MoveMe(); }
virtual protected void DoClick() { //pick a stone to move. PlayerStone[] legalStones = GetLegalMoves(); if (legalStones == null || legalStones.Length == 0) { //we have no legal moves. return; } // picks a legal move at random. PlayerStone pickStone = PickStoneToMove(legalStones); pickStone.MoveMe(); }
virtual protected void DoClick() { // Pick a stone to move, then "click" it. PlayerStone[] legalStones = GetLegalMoves(); if (legalStones == null || legalStones.Length == 0) { // We have no legal moves. How did we get here? // We might still be in a delayed coroutine somewhere. Let's not freak out. return; } // BasicAI simply picks a legal move at random PlayerStone pickedStone = PickStoneToMove(legalStones); pickedStone.MoveMe(); }