void Awake() { GameObject manager = GameObject.Find("GameManager"); boardInfo = manager.GetComponent <BoardInformation>(); pieceAction = manager.GetComponent <PieceAction>(); }
void Awake() { // Initialising the original and current positions of each piece originalXPosition = (int)transform.localPosition.x; originalZPosition = (int)transform.localPosition.z; CurrentXPosition = originalXPosition; CurrentZPosition = originalZPosition; currPos = transform.position; manager = GameObject.Find("GameManager"); boardInfo = manager.GetComponent <BoardInformation>(); chessboard = GameObject.Find("Chessboard"); pieceAction = manager.GetComponent <PieceAction>(); ghostPickup = GetComponent <GhostPickup>(); chessboardLayer = boardInfo.GetChessboardLayer(); pieceRigidBody = GetComponent <Rigidbody>(); }
void Start() { CanMove = true; piecesOnBoard = new List <GameObject>(); foreach (GameObject piece in GameObject.FindGameObjectsWithTag("pieces")) { PieceInformation info = piece.GetComponent <PieceInformation>(); int x = info.CurrentXPosition; int z = info.CurrentZPosition; Board[z, x] = piece; // Initialise kings if (info.type == PieceInformation.Type.King) { if (info.colour == PieceInformation.Colour.White) { whiteKing = piece; } else { blackKing = piece; } } // Add piece to piecesOnBoard list to keep track of all pieces on board piecesOnBoard.Add(piece); } // Assign null for empty positions for (int i = 2; i <= 5; i++) { for (int j = 0; j <= 7; j++) { Board[i, j] = null; } } // Initialise whose turn it is turn = Colours.White; // Initialise data structure pieceAction = GetComponent <PieceAction>(); // Turn off collisions for all pieces if ghost animation is active if (ghostActive) { Physics.IgnoreLayerCollision(14, 14); Physics.IgnoreLayerCollision(15, 15); Physics.IgnoreLayerCollision(14, 15); } // Disable the result display EndGameResult.SetActive(false); pawnPromo.SetActive(false); blackArrowRenderer = blackArrow.GetComponent <Renderer>(); whiteArrowRenderer = whiteArrow.GetComponent <Renderer>(); blackPieces = LayerMask.NameToLayer("BlackPieces"); whitePieces = LayerMask.NameToLayer("WhitePieces"); whiteDisplayText = whiteText.GetComponent <Text>(); blackDisplayText = blackText.GetComponent <Text>(); leftDisplayText = leftText.GetComponent <Text>(); rightDisplayText = rightText.GetComponent <Text>(); whiteForfeitText = boardMenuTileText.GetComponent <TextMeshPro>(); blackForfeitText = boardMenuTileTextTwo.GetComponent <TextMeshPro>(); }
// Start is called before the first frame update void Start() { gameManager = GameObject.Find("GameManager"); boardInfo = gameManager.GetComponent <BoardInformation>(); pieceAction = gameManager.GetComponent <PieceAction>(); }