public void UpdatePieceDrag(Piece p, int equis, int ye, int startequis, int startye) { Drag = true; if (!Camera.main) { Debug.Log("Unable to find main camera"); return; } RaycastHit hit; bool bandDrag; //Si el mapa se debe agrandar, el 25.5 debe ser mayor, para que el Raycast aumente su alcance if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, 200.0f, LayerMask.GetMask("Board"))) { anim = GetComponent <Animator>(); if (p.gameObject.transform.childCount == 0) { if (p.getName() == "Slave2") { p.GetComponent <Collider>().enabled = false; } Piece Ps; Ps = p; } p.transform.position = hit.point + Vector3.up / 2; } contador = contador + 1; for (int i = 0; i < ancho; i++) { for (int j = 0; j < alto; j++) { selectedCell = casillas[i, j]; selectedCell.GetComponent <Renderer>().enabled = false; } } vectorAux = Vector2.zero; vectorAux2 = Vector2.zero; selectedCell = casillas[equis, ye]; selectedCell.ChangeColor(true, casillas, startequis, startye); selectedCell.GetComponent <Renderer>().enabled = true; vectorAux = Vector2.zero; vectorAux2 = Vector2.zero; }
//modifica el color a la casilla en las coordenadas dadas segun este ocupada o no public void BreakFree(int x1, int y1) { selectedCell = casillas[x1, y1]; selectedCell.ChangeColor(true, casillas, x1, y1); selectedCell.GetComponent <Renderer>().enabled = false; }
public void StatusCell(int x, int y) { selectedCell = casillas[x, y]; selectedCell.ChangeColor(pieces[x, y] == null, casillas, x, y); selectedCell.GetComponent <Renderer>().enabled = false; }
public void Occupied(int x, int y) { selectedCell = casillas[x, y]; selectedCell.ChangeColor(pieces[x, y] == null, casillas, x, y); //False ocupado, true desocupado }