void OnMouseDown() { Debug.Log("動く < " + pb.num + " position (x = " + pb.x + " : y = " + pb.y + ")"); if (gc.actor [pb.num, 0] == 0 || gc.actor [pb.num, 0] == 5) { NotPro(); } else if (gc.actor [pb.num, 1] != 0 && gc.actor [pb.num, 1] != 10 && (pb.y < 3 || gc.actor[pb.num, 2] < 4)) //持ち駒でない&& (敵陣である || 敵陣から動く) { if ((((0 <= pb.num && pb.num < 18) || (19 <= pb.num && pb.num <= 22)) && pb.y == 0) || (23 <= pb.num && pb.num <= 26 && pb.y < 2) || ProCheck(gc.actor[pb.num, 0])) //最前線の歩・香車または上2列の桂馬・成ってる駒 { Pro(); //強制的に成る } else { var g = Instantiate(gc.nariButton, gc.guide[pb.x + pb.y * 9].transform.position - new Vector3(0, 0.18f, 1), Quaternion.identity) as GameObject; n = g.GetComponent <nari_back>(); } } else //持ち駒だったり敵陣じゃなかったり { if (ProCheck(gc.actor[pb.num, 0])) { Pro(); //すでに成ってたら成る } else { NotPro(); //成らない } } }
void OnMouseDown() { Debug.Log ("動く < "+pb.num+" position (x = "+pb.x+" : y = "+pb.y+")"); if (gc.actor [pb.num, 0]==0||gc.actor [pb.num, 0]==5) { NotPro (); }else if (gc.actor [pb.num, 1] != 0 && gc.actor [pb.num, 1] != 10 && (pb.y < 3 || gc.actor[pb.num,2]<4)) { //持ち駒でない&& (敵陣である || 敵陣から動く) if((((0<=pb.num&&pb.num<18)||(19<=pb.num&&pb.num<=22))&&pb.y==0)||(23<=pb.num&&pb.num<=26&&pb.y<2)||ProCheck(gc.actor[pb.num, 0])){ //最前線の歩・香車または上2列の桂馬・成ってる駒 Pro (); //強制的に成る }else{ var g = Instantiate(gc.nariButton, gc.guide[pb.x+pb.y*9].transform.position-new Vector3(0,0.18f,1),Quaternion.identity) as GameObject; n = g.GetComponent<nari_back>(); } } else { //持ち駒だったり敵陣じゃなかったり if(ProCheck(gc.actor[pb.num, 0])) Pro(); //すでに成ってたら成る else NotPro(); //成らない } }
// Use this for initialization void Start() { gc = GameObject.Find("Play_GameController").GetComponent <Play_GameController> (); pb = this.GetComponent <PosBox> (); n = null; }
// Use this for initialization void Start() { gc = GameObject.Find ("Play_GameController").GetComponent<Play_GameController> (); pb = this.GetComponent<PosBox> (); n = null; }
// Use this for initialization void Start() { n = boss.GetComponent <nari_back> (); }