// Use this for initialization protected virtual void Start() { legalMovesForAPiece = new List <Vector2>(); gameState = new GameState(ChessGlobals.GameState.WHITE_TURN); //Initialize Model board = new Board(); //Initialize Movement Model moveModel = gameObject.AddComponent <MoveModel> (); capturedPieces = new List <Piece> (); //Initialize View //drawBoard.InitBoard(); var startingPositions = drawPiece.InitPieces(); for (int i = 0; i < startingPositions.t1.Count; ++i) { Piece blackPiece = CreatePieceAt(startingPositions.t1[i].t1, startingPositions.t1[i].t2, ChessGlobals.Teams.BLACK_TEAM); Piece whitePiece = CreatePieceAt(startingPositions.t2[i].t1, startingPositions.t2[i].t2, ChessGlobals.Teams.WHITE_TEAM); board.Mark(blackPiece.GetPiecePosition(), blackPiece); board.Mark(whitePiece.GetPiecePosition(), whitePiece); board.AddActivePiece(whitePiece); board.AddActivePiece(blackPiece); } }
// Use this for initialization void Start() { drawPiece = GameObject.Find("Draw Pieces").GetComponent <NetworkDrawPiece>(); var startingPositions = drawPiece.NetworkInitPieces(); for (int i = 0; i < startingPositions.t1.Count; ++i) { Piece blackPiece = CreatePieceAt(startingPositions.t1[i].t1, startingPositions.t1[i].t2, ChessGlobals.Teams.BLACK_TEAM); Piece whitePiece = CreatePieceAt(startingPositions.t2[i].t1, startingPositions.t2[i].t2, ChessGlobals.Teams.WHITE_TEAM); board.Mark(blackPiece.GetPiecePosition(), blackPiece); board.Mark(whitePiece.GetPiecePosition(), whitePiece); board.AddActivePiece(whitePiece); board.AddActivePiece(blackPiece); } }