public void InitTurnTracker(GameplayMatchPresets presets) { player1GamePiece = presets.P1Pieces; _player2GamePiece = presets.P2Pieces; player1Type = presets.P1Type; player2Type = presets.P2Type; _currentPlayerTurn = GameplayPlayerTurnTypes.P1Turn; // _currentPlayerTurn = startingPlayerTurn; // _player2GamePiece = player1GamePiece == GameplayPieceTypes.O_Pieces ? GameplayPieceTypes.X_Pieces : GameplayPieceTypes.O_Pieces; }
internal void InitGamePlay(GameplayMatchPresets presets) { this._currentPresets = presets; gamePresetsCanvas.SetActive(false); Debug.Log(presets.P1Difficulty); Debug.Log(presets.P2Difficulty); this.turnTracker.InitTurnTracker(presets); if (!_gameBoard) { _gameBoard = Instantiate(boardPrefab, new Vector3(0, 0, 0), Quaternion.identity).GetComponent <Board>(); } _gameBoard.InitializeBoard(boardPositionSpacing); //Check if the next turn if from a none human player, start tbe bot movement if so if (!AwaitingHumanInput()) { MakeAIMove(); } }