新建一个plane,作为背景,新建一个StoneManager脚本,挂在plane上
初始化32个棋子,每个棋子自带6个属性值:ID,x轴的坐标位置,y轴的坐标位置,是否为红子,是否死亡,棋子的类型。通过结构体Stone实现;
由于每个棋子的位置、类型难以通过ID区分,并且棋子的数量较少,故直接用结构体StonePos将其一一赋值;
利用其ID(也可利用其是否为红子的属性)和其类型,找到其对应的预制体,将其赋予给棋子并实现实例化
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class StoneManager : MonoBehaviour
{
//初始化14种棋子的预制体
public GameObject che_black;
public GameObject ma_black;
public GameObject xiang_black;
public GameObject shi_black;
public GameObject jiang_black;
public GameObject pao_black;
public GameObject bing_black;
public GameObject che_red;
public GameObject ma_red;
public GameObject xiang_red;
public GameObject shi_red;
public GameObject jiang_red;
public GameObject pao_red;
public GameObject bing_red;
//初始化32个棋子
public static Stone[] s = new Stone[32];
public struct Stone
{
public enum TYPE { JIANG, CHE, PAO, MA, BING, SHI, XIANG };
//棋子的ID
public int _id;
//棋子是红子还是黑子,ID小于16的是红子,大于16是黑子
public bool _red;
//棋子是否死亡
public bool _dead;
//棋子在棋盘中的位置,
public float _x;
public float _y;
//棋子的类型
public TYPE _type;
//棋子初始化,赋予32个棋子对应的属性参数
public void init(int id)
{
_id = id;
_red = id < 16;
_dead = false;
//每个点上的棋子的类型
StonePos[] pos = {
new StonePos(-2.04f,2.25f,Stone.TYPE.CHE),
new StonePos(-1.53f,2.25f,Stone.TYPE.MA),
new StonePos(-1.02f,2.25f,Stone.TYPE.XIANG),
new StonePos(-0.51f,2.25f,Stone.TYPE.SHI),
new StonePos(0,2.25f,Stone.TYPE.JIANG),
new StonePos(0.51f,2.25f,Stone.TYPE.SHI),
new StonePos(1.02f,2.25f,Stone.TYPE.XIANG),
new StonePos(1.53f,2.25f,Stone.TYPE.MA),
new StonePos(2.04f,2.25f,Stone.TYPE.CHE),
new StonePos(-1.53f,1.23f,Stone.TYPE.PAO),
new StonePos(1.53f,1.23f,Stone.TYPE.PAO),
new StonePos(-2.04f,0.72f,Stone.TYPE.BING),
new StonePos(-1.02f,0.72f,Stone.TYPE.BING),
new StonePos(0,0.72f,Stone.TYPE.BING),
new StonePos(1.02f,0.72f,Stone.TYPE.BING),
new StonePos(2.04f,0.72f,Stone.TYPE.BING),
};
if (id < 16)
{
_x = pos[id].x;
_y = pos[id].y;
_type = pos[id].type;
}
else
{
_x = -pos[id - 16].x;
_y = -pos[id - 16].y - 0.1f;
_type = pos[id - 16].type;
}
}
}
///
/// 通过棋子的坐标,获得对应的类型,将三个值关联在一起
///
public struct StonePos
{
public float x, y;
public Stone.TYPE type;
public StonePos(float _x, float _y, Stone.TYPE _type)
{
x = _x;
y = _y;
type = _type;
}
}
///
/// 通过棋子的ID和类型赋予棋子对应的预制体
///
///
///
///
public GameObject GetPrefab(int id, StoneManager.Stone.TYPE type)
{
if (id < 16)
{
switch (type)
{
case StoneManager.Stone.TYPE.CHE:
return che_red;
case StoneManager.Stone.TYPE.MA:
return ma_red;
case StoneManager.Stone.TYPE.XIANG:
return xiang_red;
case StoneManager.Stone.TYPE.SHI:
return shi_red;
case StoneManager.Stone.TYPE.JIANG:
return jiang_red;
case StoneManager.Stone.TYPE.PAO:
return pao_red;
case StoneManager.Stone.TYPE.BING:
return bing_red;
}
}
else
{
switch (type)
{
case StoneManager.Stone.TYPE.CHE:
return che_black;
case StoneManager.Stone.TYPE.MA:
return ma_black;
case StoneManager.Stone.TYPE.XIANG:
return xiang_black;
case StoneManager.Stone.TYPE.SHI:
return shi_black;
case StoneManager.Stone.TYPE.JIANG:
return jiang_black;
case StoneManager.Stone.TYPE.PAO:
return pao_black;
case StoneManager.Stone.TYPE.BING:
return bing_black;
}
}
return bing_black;
}
///
/// 初始并实例化棋子
///
public void StoneInit()
{
for (int i = 0; i < 32; ++i)
{
s[i].init(i);
}
//实例化32个棋子
for (int i = 0; i < 32; ++i)
{
GameObject fabs = GetPrefab(i, s[i]._type);
GameObject Stone = Instantiate(fabs, transform.localPosition, Quaternion.identity) as GameObject;
Stone.name = i.ToString();
Stone.transform.position = new Vector3(s[i]._x, s[i]._y, 0);
Stone.AddComponent();
}
}
void Awake()
{
StoneInit();
}
}