public void OnMouseDown() { if (Game.Controller.die.rolling || Game.Controller.GetCurrentPlayer() != Owner || Game.Controller.GetCurrentPlayer().IsAI) { return; } // allow for a king to delegate one piece to a bishop each turn if (GetDivision() == "M" && !GetCommander().Moved&& type != "king") { Owner.Selected = this; Owner.SelectedDivision = GetDivision(); Game.Controller.commandDelegation.gameObject.SetActive(true); } else { Game.Controller.commandDelegation.gameObject.SetActive(false); } SpriteRenderer.sortingOrder = 1; dragging = true; Game.Controller.uiManager.DisableAttack(); if (Game.Controller.GetCurrentPlayer() == Owner) { MovementUtil.DestroyMovePlates(); InitiateMovePlates(); } }
//Swaps the current turn of the game public void IncrementTurnCounter() { movingPiece = false; ModifyEvalBar(); // player reaches move limit if (turnCounter >= _currentPlayer.RemainingMoves) { // change for current player before switching MovementUtil.DestroyMovePlates(); _currentPlayer.Disable(); AIMoves = null; _currentPlayer = _currentPlayer == Player1 ? Player2 : Player1; turnCounter = 0; totalTurns++; uiManager.InsertMoveRecord(totalTurns + ". " + (_currentPlayer.Name == "player1" ? "Player 1" : "Player 2"), true, Color.white); Text moveText = _currentPlayer == Player1 ? uiManager.whiteMoves : uiManager.blackMoves; moveText.text = "1/" + (_currentPlayer.RemainingMoves + 1); //reset all bools used to keep track of squadron selection _currentPlayer.Reset(); commandDelegation.Reset(); commandDelegation.gameObject.SetActive(false); } // increment turn counter and set ui else { turnCounter++; Text moveText = _currentPlayer == Player1 ? uiManager.whiteMoves : uiManager.blackMoves; moveText.text = (turnCounter + 1) + "/" + (_currentPlayer.RemainingMoves + 1); } RequestAI(); }