public void StartGame() { GetPanelData(); // Generate the graphic board graphicBoard.GenerateBoard(N); // Generate the logic board logicBoard.InitLogicBoard(N, depthAI); currentTurn = (TileStatus)(pieceChoice * 2 - 1); checkAITurn = true; bStart.interactable = false; }
public void GenerateBoard() { //The boardSetup function can generate a grid of points, but it won't assign a worldPosition to them. board.GenerateBoard(settings.boardSize); //The board script can run call this function. I'm calling it here for clarity, and have the "generate points" bool in the go script unchecked. //It would be fine to check that, and not manually call it with that above line. //We will go through and assign the world position by inferring it from the vector position. basically a y=mx+b re-mapping. //The other way to do this would be to have some gameObject at every point, and a function there that either //a: knows its xy board pos and can use that to get the point, and assign the world position //or b: it just creates a point and does AddPoint, and we get rid of or dont generate the boards points to begin with. (the go board has a bool script for that) foreach (Point p in board.rawPointsList) { p.worldPosition = new Vector2(settings.bottomLeftPos.x + settings.pos11Distance.x * p.position.x, settings.bottomLeftPos.y + settings.pos11Distance.y * p.position.y); } }