// Use this for initialization void Start() { //this is unnecessary, add this because I messed up the direction in the beginning Vector3 gravity = Physics.gravity; gravity.y = 0; gravity.z = 9.8f; Physics.gravity = gravity; chesses = new Chess[30]; inGame = false; inGameCanvas.hideButton(); message = ""; winning_message = "welcome!"; firstMove = false; extraTurn = false; multiplayer = false; ai_enemy.SetActive(false); }
/// /// SETTING UP OR ENDING GAME BELOW /// //for starting or restarting the game public void setupGame(bool multi) { for (int i = 0; i < chesses.Length; i++) { chesses[i] = null; } //reset all the rotations for the chess for (int i = 0; i < rabbits.Length; i++) { resetChess(rabbits[i]); } for (int i = 0; i < penguins.Length; i++) { resetChess(penguins[i]); } //for setting all chesses into the gameboard for (int i = 0; i < rabbits.Length * 2; i += 2) { moveToBlock(penguins[i / 2], i); } for (int i = 1; i < penguins.Length * 2; i += 2) { moveToBlock(rabbits[i / 2], i); } inGame = true; turn = "rabbit"; canDice = true; diceValue = 0; message = "Game Start"; forward = true; firstMove = true; multiplayer = multi; ai_enemy.SetActive(!multi); winRabbit = 0; winPenguin = 0; inGameCanvas.showButton(); menuCanvas.hideButton(); }