public void placeChessUnsafeAI(int xx, int yy, int dir, int ownner) { GridObj go = findGridObj(xx, yy); ChessObj co = generateChess(go.x, go.y, go, ownner); int idm = _Manager.makeNewChessUnSafe(xx, yy, dir, ownner); co._ChessIdentityNumber = idm; _ChessList.Add(co); go._Chess = co; co.rotate(dir); GameManager._Main.updateChessBoard(); updateBoard(); Debug.Log("生成了一颗棋子"); }
public void makeChess(int xx, int yy, int dir, int oo) { GridObj go = findGridObj(xx, yy); ChessObj co = generateChess(go.x, go.y, go, oo); int idm = _Manager.makeNewChessUnSafe(xx, yy, dir, oo); co._ChessIdentityNumber = idm; _ChessList.Add(co); go._Chess = co; co.rotate(dir); Debug.Log("生成了一颗棋子"); return; }
public void changeDgree(float dg) { if (!_Manager.ifThisPlayerLocal()) { return; } if (!_IsStarted) { return; } if (_TempChess == null) { return; } _ChessLog2Transform.DOMove(_ChessLogStart.position, 0.5f); _ChessLog3Transform.DOMove(_ChessLogStart.position, 0.5f); int i = (int)(Mathf.Rad2Deg * dg); i = (i + 480) % 360; i = i / 60; if (i == _TempChess._Direction) { return; } _TempChess.rotate(i); List <int> oks = _Manager.getUsableDirection(); //如果这个方向不禁手 if (oks.Contains(i)) { LiuheChessBoard lcb = _Manager.tryToPlace(_TempChess.x, _TempChess.y, _TempChess._Direction); if (lcb == null) { Debug.Log("严重错误,不能增加棋子的格子增加棋子了!"); return; } //更新棋子显示 updateBoard(lcb.chesses); LiuheChess lc = lcb.findChessByPosition(_TempChess.x, _TempChess.y); if (lc == null) { Debug.Log("严重错误,不能增加棋子的格子增加棋子了!"); return; } if (lc.health <= 0) { _WarningText.text = _Warning_Info[0]; _ChessLogTransform.DOMove(_ChessLogEnd.position, 0.5f); } else { _ChessLogTransform.DOMove(_ChessLogStart.position, 0.5f); } //Debug.Log("可以下哦"); } //如果这个方向禁手 else { _WarningText.text = _Warning_Info[1]; _ChessLogTransform.DOMove(_ChessLogEnd.position, 0.5f); _TempChess.setVoid(); updateBoard(); //Debug.Log("不可以下哦"); } }