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using System; | ||
using MyShogi.Model.Shogi.Core; | ||
using UnityEngine; | ||
using UnityEngine.UI; | ||
using System.Collections.Generic; | ||
using UnityEditor; | ||
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public interface ICapturePieceNum | ||
{ | ||
int pawn { get; set; } | ||
int lance { get; set; } | ||
int knight { get; set; } | ||
int silver { get; set; } | ||
int gold { get; set; } | ||
int bishop { get; set; } | ||
int rook { get; set; } | ||
int king { get; set; } | ||
} | ||
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public class CapturePieceAreaData | ||
{ | ||
public ICapturePieceNum blackCapturePiece; | ||
public ICapturePieceNum whiteCapturePiece; | ||
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public override string ToString() | ||
{ | ||
return $"Black: Pawn , Num: {blackCapturePiece.pawn} \n" + | ||
$"Black: Lance , Num: {blackCapturePiece.lance} \n" + | ||
$"Black: Knight, Num: {blackCapturePiece.knight} \n" + | ||
$"Black: Silver, Num: {blackCapturePiece.silver} \n" + | ||
$"Black: Gold , Num: {blackCapturePiece.gold} \n" + | ||
$"Black: Bishop, Num: {blackCapturePiece.bishop} \n" + | ||
$"Black: Rook , Num: {blackCapturePiece.rook} \n" + | ||
$"Black: King , Num: {blackCapturePiece.king} \n" + | ||
$"White: Pawn , Num: {whiteCapturePiece.pawn} \n" + | ||
$"White: Lance , Num: {whiteCapturePiece.lance} \n" + | ||
$"White: Knight, Num: {whiteCapturePiece.knight} \n" + | ||
$"White: Silver, Num: {whiteCapturePiece.silver} \n" + | ||
$"White: Gold , Num: {whiteCapturePiece.gold} \n" + | ||
$"White: Bishop, Num: {whiteCapturePiece.bishop} \n" + | ||
$"White: Rook , Num: {whiteCapturePiece.rook} \n" + | ||
$"White: King , Num: {whiteCapturePiece.king} "; ; | ||
} | ||
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public CapturePieceAreaData() | ||
{ | ||
InitCaptureArea(); | ||
} | ||
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private void InitCaptureArea() | ||
{ | ||
blackCapturePiece = CreateEmptyCapturePiece(); | ||
whiteCapturePiece = CreateEmptyCapturePiece(); | ||
Debug.Log("持ち駒情報の初期化が完了"); | ||
} | ||
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public int getPieceNum(PieceType pieceType, bool isBlack) | ||
{ | ||
ICapturePieceNum capturePiece = isBlack ? blackCapturePiece : whiteCapturePiece; | ||
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switch (pieceType) | ||
{ | ||
case PieceType.BlackPawn: | ||
case PieceType.WhitePawn: | ||
return capturePiece.pawn; | ||
case PieceType.BlackLance: | ||
case PieceType.WhiteLance: | ||
return capturePiece.lance; | ||
case PieceType.BlackKnight: | ||
case PieceType.WhiteKnight: | ||
return capturePiece.knight; | ||
case PieceType.BlackSilver: | ||
case PieceType.WhiteSilver: | ||
return capturePiece.silver; | ||
case PieceType.BlackGold: | ||
case PieceType.WhiteGold: | ||
return capturePiece.gold; | ||
case PieceType.BlackBishop: | ||
case PieceType.WhiteBishop: | ||
return capturePiece.bishop; | ||
case PieceType.BlackRook: | ||
case PieceType.WhiteRook: | ||
return capturePiece.rook; | ||
case PieceType.BlackKing: | ||
case PieceType.WhiteKing: | ||
return capturePiece.king; | ||
default: | ||
Debug.LogError("Unknown pieceType: " + pieceType); | ||
return 0; | ||
} | ||
} | ||
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public void UpdateCapturePieceData(PieceType pieceType, bool isBlack) | ||
{ | ||
ICapturePieceNum capturePiece = isBlack ? blackCapturePiece : whiteCapturePiece; | ||
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switch (pieceType) | ||
{ | ||
case PieceType.BlackPawn: | ||
case PieceType.WhitePawn: | ||
capturePiece.pawn++; | ||
break; | ||
case PieceType.BlackLance: | ||
case PieceType.WhiteLance: | ||
capturePiece.lance++; | ||
break; | ||
case PieceType.BlackKnight: | ||
case PieceType.WhiteKnight: | ||
capturePiece.knight++; | ||
break; | ||
case PieceType.BlackSilver: | ||
case PieceType.WhiteSilver: | ||
capturePiece.silver++; | ||
break; | ||
case PieceType.BlackGold: | ||
case PieceType.WhiteGold: | ||
capturePiece.gold++; | ||
break; | ||
case PieceType.BlackBishop: | ||
case PieceType.WhiteBishop: | ||
capturePiece.bishop++; | ||
break; | ||
case PieceType.BlackRook: | ||
case PieceType.WhiteRook: | ||
capturePiece.rook++; | ||
break; | ||
case PieceType.BlackKing: | ||
case PieceType.WhiteKing: | ||
capturePiece.king++; | ||
break; | ||
default: | ||
Debug.LogError("Unknown pieceType: " + pieceType); | ||
break; | ||
} | ||
} | ||
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private ICapturePieceNum CreateEmptyCapturePiece() | ||
{ | ||
return new CapturePiece | ||
{ | ||
pawn = 0, | ||
lance = 0, | ||
knight = 0, | ||
silver = 0, | ||
gold = 0, | ||
bishop = 0, | ||
rook = 0, | ||
king = 0 | ||
}; | ||
} | ||
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} | ||
public class CapturePiece : ICapturePieceNum | ||
{ | ||
public int pawn { get; set; } | ||
public int lance { get; set; } | ||
public int knight { get; set; } | ||
public int silver { get; set; } | ||
public int gold { get; set; } | ||
public int bishop { get; set; } | ||
public int rook { get; set; } | ||
public int king { get; set; } | ||
} |
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