void Awake() { //accesses the location of white pieces whitePieces = GameObject.Find("White Pieces").GetComponent<whitePieceTracker>(); //accesses the location of black pieces blackPieces = GameObject.Find("Black Pieces").GetComponent<blackPieceTracker>(); //accesses the tiles boardTiles = GameObject.Find("BoardCreator").GetComponent<boardCreationScript>(); tileMover = GameObject.Find("BoardCreator").GetComponent<alphaMovementScript>(); //accesses the current turn turn = GameObject.Find("Piece Parent").GetComponent<turnTracker>(); //turns off the piece's halo (gameObject.GetComponent("Halo") as Behaviour).enabled = false; //saves the pawn's original position homePosX = gameObject.transform.position.x; homePosY = gameObject.transform.position.y; //accesses piece's location coordinates = gameObject.GetComponent<positionScript>(); myKing = GameObject.Find("Black King").GetComponent<kingMovement>(); pieceColor = gameObject.transform.tag; gameObject.GetComponent<positionScript>().pieceColor = pieceColor; gameObject.GetComponent<positionScript>().pieceTag = pieceTag; coordinates.xHome = homePosX; coordinates.yHome = homePosY; }
// ————— // ————— Figure out which position to go to next. // ————— void getNextPosition(int _goWhere, string _displayText) { // print("go Move!" + _goWhere + " " + _displayText); // Update State Machine currentPosition = _goWhere; movementState = moveHolder.MOVING; // ————— Cycle through positions until we found the next one if (whereToMoveTo == Vector3.zero) { foreach (positionScript ps in positions) { if (_goWhere == ps.id) { whereToMoveTo = ps.transform.position; scriptOfTarget = ps; scriptOfTarget.changeDisplayText(_displayText); break; } } if (whereToMoveTo == Vector3.zero) // catch error where the id is out of range { print("Error found!"); whereToMoveTo = positions[0].transform.position; // go to first position as fallback } } // ————— set next look rotation getNextRotationHolder.position = transform.position; getNextRotationHolder.rotation = transform.rotation; getNextRotationHolder.LookAt(whereToMoveTo); }
public void deactivateHalo(GameObject piece) { pieceLocator = piece.GetComponent<positionScript>(); if (checkActivePiece(piece) == false) { (piece.GetComponent("Halo") as Behaviour).enabled = false; pieceLocator.timeToDeactivate = true; } }
void Awake() { //creates the array to reference tiles tiles = new GameObject[boardWidth, boardHeight]; tileLocations = new Vector3[boardWidth,boardHeight]; tileColors = new Color [boardWidth, boardHeight]; GameObject border; //creates the board and stores each tile within the array for (int x = 0; x<boardWidth; x++) { border = (GameObject) Instantiate(vertBorder, new Vector3 (x * 3 + 1.5F, 10.5F, -1), Quaternion.identity); border.transform.parent = borderParent.transform; border = (GameObject) Instantiate(horBorder, new Vector3 (10.5F, x*3 + 1.5F, -1), Quaternion.identity); border.transform.parent = borderParent.transform; for (int y = 0; y < boardHeight; y++) { tiles [x,y] = (GameObject) Instantiate(tileCube, new Vector3 (x *3, y * 3, 0), Quaternion.identity); tiles [x,y].transform.parent = tileParent.transform; (tiles [x,y].GetComponent("Halo") as Behaviour).enabled = false; tileLocations [x,y] = tiles[x,y].transform.position; pieceLocation = tiles[x,y].GetComponent<positionScript>(); pieceLocation.xPos = x; pieceLocation.yPos = y; tileColors [x,y] = Color.white; tiles[x,y].tag = "No Piece"; } } border = (GameObject) Instantiate(vertBorder, new Vector3 (-1.5F, 10.5F, -1), Quaternion.identity); border.transform.parent = borderParent.transform; border = (GameObject) Instantiate(horBorder, new Vector3 (10.5F, -1.5F, -1), Quaternion.identity); border.transform.parent = borderParent.transform; //turns the even squares black for (int x = 1; x<boardWidth; x+=2) { for (int y = 1; y < boardHeight; y+=2) { tiles [x,y].transform.renderer.material.color = Color.black; tileColors [x,y] = Color.black; } } //turns the odd squares black for (int x = 0; x<boardWidth; x+=2) { for (int y = 0; y < boardHeight; y+=2) { tiles [x,y].transform.renderer.material.color = Color.black; tileColors [x,y] = Color.black; } } }
void Awake() { //stores piece's color pieceColor = gameObject.transform.tag; if (pieceColor == "Black") { myKing = GameObject.Find("Black King").GetComponent<kingMovement>(); } else if (pieceColor == "White") { myKing = GameObject.Find("White King").GetComponent<kingMovement>(); } //turns off the piece's halo (gameObject.GetComponent("Halo") as Behaviour).enabled = false; //accesses the location of white pieces whitePieces = GameObject.Find("White Pieces").GetComponent<whitePieceTracker>(); //accesses the location of black pieces blackPieces = GameObject.Find("Black Pieces").GetComponent<blackPieceTracker>(); //accesses the tiles boardTiles = GameObject.Find("BoardCreator").GetComponent<boardCreationScript>(); tileMover = GameObject.Find("BoardCreator").GetComponent<alphaMovementScript>(); //accesses the current turn turn = GameObject.Find("Piece Parent").GetComponent<turnTracker>(); //accesses piece's location homePosX = gameObject.transform.position.x; homePosY = gameObject.transform.position.y; gameObject.GetComponent<positionScript>().xHome = homePosX; gameObject.GetComponent<positionScript>().yHome = homePosY; coordinates = gameObject.GetComponent<positionScript>(); //creates the move and attack square arrays attackSquares = new GameObject[maxMoveSquares]; diagMoveSquaresUpLeft = new GameObject[maxMoveSquares]; diagMoveSquaresUpRight = new GameObject[maxMoveSquares]; diagMoveSquaresDownLeft = new GameObject[maxMoveSquares]; diagMoveSquaresDownRight = new GameObject[maxMoveSquares]; attackSquaresColor = new Color[maxMoveSquares]; gameObject.GetComponent<positionScript>().pieceColor = pieceColor; gameObject.GetComponent<positionScript>().pieceTag = pieceTag; }
void Awake() { //turns off the piece's halo (gameObject.GetComponent("Halo") as Behaviour).enabled = false; //accesses the location of white pieces whitePieces = GameObject.Find("White Pieces").GetComponent<whitePieceTracker>(); //accesses the location of black pieces blackPieces = GameObject.Find("Black Pieces").GetComponent<blackPieceTracker>(); //accesses the tiles boardTiles = GameObject.Find("BoardCreator").GetComponent<boardCreationScript>(); tileMover = GameObject.Find("BoardCreator").GetComponent<alphaMovementScript>(); //accesses the current turn turn = GameObject.Find("Piece Parent").GetComponent<turnTracker>(); //accesses piece's location coordinates = gameObject.GetComponent<positionScript>(); //sets the original position homePosX = gameObject.transform.position.x; homePosY = gameObject.transform.position.y; //creates the arrays to track movesquares squareColors = new Color[maxMoveSquares]; squares = new GameObject[maxMoveSquares]; checkSquareColors = new Color[maxMoveSquares + 1]; checkSquares = new GameObject[maxMoveSquares + 1]; //stores the pieces color pieceColor = gameObject.transform.tag; coordinates.pieceColor = pieceColor; coordinates.pieceTag = pieceTag; coordinates.xHome = homePosX; coordinates.yHome = homePosY; }
// Use this for initialization void Awake() { pieceColor = gameObject.transform.tag; if (pieceColor == "Black") { myKing = GameObject.Find("Black King").GetComponent<kingMovement>(); } else if (pieceColor == "White") { myKing = GameObject.Find("White King").GetComponent<kingMovement>(); } //turns off the piece's halo (gameObject.GetComponent("Halo") as Behaviour).enabled = false; //accesses the location of white pieces whitePieces = GameObject.Find("White Pieces").GetComponent<whitePieceTracker>(); //accesses the location of black pieces blackPieces = GameObject.Find("Black Pieces").GetComponent<blackPieceTracker>(); //accesses the tiles boardTiles = GameObject.Find("BoardCreator").GetComponent<boardCreationScript>(); tileMover = GameObject.Find("BoardCreator").GetComponent<alphaMovementScript>(); //accesses the current turn turn = GameObject.Find("Piece Parent").GetComponent<turnTracker>(); //saves the pawn's original position and accesses its current one homePosX = gameObject.transform.position.x; homePosY = gameObject.transform.position.y; coordinates = gameObject.GetComponent<positionScript>(); //creates the arrays for moveSquares vertMoveSquaresUp = new GameObject[maxMoveSquares]; vertMoveSquaresDown = new GameObject[maxMoveSquares]; horMoveSquaresLeft = new GameObject[maxMoveSquares]; horMoveSquaresRight = new GameObject[maxMoveSquares]; attackSquares = new GameObject[maxAttackSquares]; attackSquaresColor = new Color[maxAttackSquares]; gameObject.GetComponent<positionScript>().pieceColor = pieceColor; gameObject.GetComponent<positionScript>().pieceTag = pieceTag; }
public void updateLocation(GameObject piece, string tileTag) { pieceLocator = piece.GetComponent<positionScript>(); for (int x = 0; x < 8; x++) { for (int y = 0; y < 8; y++) { if (matchPosition(piece, coordinates.tiles[x,y])) { tileLocator = coordinates.tiles[x,y].GetComponent<positionScript>(); boardTiles.tiles[pieceLocator.xPos, pieceLocator.yPos].transform.tag = "No Piece"; pieceLocator.xPos = tileLocator.xPos; pieceLocator.yPos = tileLocator.yPos; boardTiles.tiles[pieceLocator.xPos, pieceLocator.yPos].transform.tag = pieceLocator.pieceColor + " " +tileTag; } } } }