private void AIAction() { if (firstMove) { firstMove = false; SetPiece(new Vector3(7 - Offset, 0, 7 - Offset)); GoAI.board[7, 7] = 2; Finished = GoAI.CheckWinner(7, 7, 2); Debug.Log(Finished); DispPiece(); return; } DestroyHint(); int[] maxPoint = GoAI.NextMove(2); Debug.Log("Black:" + maxPoint[0] + " " + maxPoint[1] + " " + maxPoint[2]); SetPiece(new Vector3(maxPoint[0] - Offset, 0, maxPoint[1] - Offset)); GoAI.board[maxPoint[0], maxPoint[1]] = 2; Finished = GoAI.CheckWinner(maxPoint[0], maxPoint[1], 2); if (Finished) { WhoWin = 1; } Debug.Log(Finished); DispPiece(); }
public void SetPiece(Vector3 Pos) { if (isBlack) //AI { playPiece = Instantiate(BlackPiece, Pos, Quaternion.identity) as GameObject; hintObj = Instantiate(HintObj, Pos, Quaternion.identity) as GameObject; playPiece.transform.parent = GameObject.Find("PlayPiece").transform; Color color = playPiece.GetComponent <Renderer>().material.color; color.a = 0f; playPiece.GetComponent <Renderer>().material.color = color; /*GoAI.board[(int)playPiece.transform.position.x-Offset, (int)playPiece.transform.position.z-Offset] = 1; * Finished = GoAI.CheckWinner((int)playPiece.transform.position.x - Offset, (int)playPiece.transform.position.z - Offset, 1); * Debug.Log(Finished);*/ //isBlack = false; } else { Debug.Log(Pos); playPiece = Instantiate(WhitePiece, Pos, Quaternion.identity) as GameObject; hintObj = Instantiate(HintObj, Pos, Quaternion.identity) as GameObject; playPiece.transform.parent = GameObject.Find("PlayPiece").transform; Color color = playPiece.GetComponent <Renderer>().material.color; color.a = 0f; playPiece.GetComponent <Renderer>().material.color = color; GoAI.board[(int)playPiece.transform.position.x + Offset, (int)playPiece.transform.position.z + Offset] = 1; Finished = GoAI.CheckWinner((int)playPiece.transform.position.x + Offset, (int)playPiece.transform.position.z + Offset, 1); if (Finished) { WhoWin = 2; } Debug.Log(Finished); //isBlack = true; } }