Killed Characters are put to the side
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File diff suppressed because it is too large
Load Diff
@@ -8,11 +8,17 @@ public class Game : MonoBehaviour
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public Camera cam;
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private Cell[,] cells = new Cell[8, 8];
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private Cell[] killedCharacCellsWhite = new Cell[16];
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private int indexKilledCharacCellWhite = 0, indexKilledCharacCellBlack = 0;
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private Cell[] killedCharacCellsBlack = new Cell[16];
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public Teams currentTeam = Teams.White;
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private bool areKilledCellsActive = false;
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private Cell clickedCell = null;
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private List<Cell> validMovesList = new List<Cell>();
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public bool isPaused = false;
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private void Start()
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{
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//Get all the Cells from the hierachy
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@@ -23,9 +29,17 @@ public class Game : MonoBehaviour
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cells[x, y] = GameObject.Find("Field" + y + "," + x).gameObject.GetComponent<Cell>();
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}
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}
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for (int i = 0; i < 16; i++)
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{
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killedCharacCellsWhite[i] = GameObject.Find("AddCell" + i).gameObject.GetComponent<Cell>();
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killedCharacCellsBlack[i] = GameObject.Find("AddCell" + i + " (1)").gameObject.GetComponent<Cell>();
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}
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}
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private void Update()
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{
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if (!isPaused)
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{
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//Check if left clicked
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if (Input.GetMouseButtonDown(0))
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@@ -33,14 +47,31 @@ public class Game : MonoBehaviour
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//Get the clicked cell
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Cell tempCell = GetCellOnPositionMouse(Input.mousePosition);
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if (tempCell != null)
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{
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if (validMovesList.Contains(tempCell))
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{
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if (tempCell.connected != null)
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{
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Destroy(tempCell.connected.gameObject);
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if (tempCell.connected.team == Teams.White)
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{
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tempCell.connected.gameObject.transform.position = killedCharacCellsWhite[indexKilledCharacCellWhite].gameObject.transform.position + Vector3.back;
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killedCharacCellsWhite[indexKilledCharacCellWhite].connected = tempCell.connected;
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indexKilledCharacCellWhite++;
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}
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else
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{
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tempCell.connected.gameObject.transform.position = killedCharacCellsBlack[indexKilledCharacCellBlack].gameObject.transform.position + Vector3.back;
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killedCharacCellsBlack[indexKilledCharacCellBlack].connected = tempCell.connected;
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indexKilledCharacCellBlack++;
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}
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}
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tempCell.connected = clickedCell.connected;
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tempCell.connected.gameObject.transform.position = (tempCell.gameObject.transform.position + Vector3.back);
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tempCell.connected.gameObject.transform.position =
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(tempCell.gameObject.transform.position + Vector3.back);
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clickedCell.connected = null;
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DeColorAllCells();
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@@ -57,7 +88,6 @@ public class Game : MonoBehaviour
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}
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else
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{
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//if the clickedCell == tempCell, deselect the cell
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if (clickedCell == tempCell)
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{
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@@ -72,6 +102,7 @@ public class Game : MonoBehaviour
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ColorCellExclusive(clickedCell, new Color(.5f, .1f, .1f));
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}
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}
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}
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//check if there is a clicked cell
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if (clickedCell != null)
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@@ -98,6 +129,7 @@ public class Game : MonoBehaviour
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{
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ColorCell(x, y, new Color(.1f, .5f, .1f));
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}
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validMovesList.Add(cells[x, y]);
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}
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}
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@@ -107,6 +139,7 @@ public class Game : MonoBehaviour
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}
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}
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}
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}
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//Reset all colors of the cells
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private void DeColorAllCells()
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@@ -178,10 +211,30 @@ public class Game : MonoBehaviour
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//Shoot a raycast from mousePointer / touch position
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RaycastHit2D hit = Physics2D.Raycast(position, Vector3.forward);
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if (hit.collider != null)
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{
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if (ArrayContainsCell2D(hit.collider.gameObject.GetComponent<Cell>(), cells) || areKilledCellsActive)
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{
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result = hit.collider.gameObject.GetComponent<Cell>();
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}
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}
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return result;
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}
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private bool ArrayContainsCell2D(Cell cell, Cell[,] cells)
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{
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for (int x = 0; x < cells.GetLength(0); x++)
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{
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for (int y = 0; y < cells.GetLength(1); y++)
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{
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if (cells[x, y] == cell)
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{
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return true;
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}
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}
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}
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return false;
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}
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}
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@@ -0,0 +1,6 @@
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Base path: 'C:/Program Files/Unity/Hub/Editor/2021.1.13f1/Editor/Data', plugins path 'C:/Program Files/Unity/Hub/Editor/2021.1.13f1/Editor/Data/PlaybackEngines'
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Cmd: initializeCompiler
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Cmd: compileSnippet
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insize=3023 file=Assets/DefaultResourcesExtra/UI/UI/Default pass=Default cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=13 rsLen=0 pKW=UNITY_NO_DXT5nm UNITY_ENABLE_REFLECTION_BUFFERS UNITY_NO_CUBEMAP_ARRAY UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 SHADER_API_DESKTOP UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_LIGHTMAP_DLDR_ENCODING uKW= dKW=UNITY_UI_CLIP_RECT UNITY_UI_ALPHACLIP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHTMAP_FULL_HDR UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30 flags=0 lang=0 type=Vertex platform=d3d11 reqs=1 mask=6 start=49 ok=1 outsize=1338
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@@ -0,0 +1,3 @@
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Base path: 'C:/Program Files/Unity/Hub/Editor/2021.1.13f1/Editor/Data', plugins path 'C:/Program Files/Unity/Hub/Editor/2021.1.13f1/Editor/Data/PlaybackEngines'
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Cmd: initializeCompiler
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@@ -0,0 +1,6 @@
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Base path: 'C:/Program Files/Unity/Hub/Editor/2021.1.13f1/Editor/Data', plugins path 'C:/Program Files/Unity/Hub/Editor/2021.1.13f1/Editor/Data/PlaybackEngines'
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Cmd: initializeCompiler
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Cmd: compileSnippet
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