using UnityEngine;
using System.Collections;
public class GameManager : MonoBehaviour {
public const int Line = 9;
public const int MaxStone = 30;
public int Grid = 1; //None
const int EMPTY = 0;
const int BLACK = 1;
const int WHITE = 2;
const int WALL = 3;
int[] current = {0, 0} ;
int[] captured = {0, 0} ;
public Transform[] StoneBox;//parent
bool[,] lifePoint = new bool[Line + 2, Line + 2];//11*11
int color = BLACK;//1
public GameObject[,] Stones = new GameObject[2, MaxStone];
string[] StoneName = {"Black", "White"} ;
int[,] checkPoint = new int[4, 2] { {0, 1} , {1, 0} , {0, -1} , {-1, 0} };
public int [,] Jum = new int[Line + 2, Line + 2];
public GameObject [, ] JumObject = new GameObject[Line + 2, Line + 2];//11*11
void Start () {
for (int i = 0; i < 2; i++) {
for (int j = 0; j < MaxStone; j++) {
Stones[i, j] = GameObject.CreatePrimitive(PrimitiveType.Sphere);
Stones[i, j].renderer.material.color = (i == 0) ? Color.black : Color.white;
Stones[i, j].name = string.Format("{0}[{1}]", StoneName[i], j);
Stones[i, j].transform.position = new Vector3(-7 + 14 * i, 0, -3.0f + (float)j * 0.3f);
Stones[i, j].transform.parent = StoneBox[i];
Stones[i, j].transform.localScale = new Vector3(1.0f, 0.4f, 1.0f);
Stones[i, j].AddComponent(typeof(Stone));
}//for
}//for
for (int x = 0; x <= Line; x++) {// 0 ~ 9
Jum[x, 0] = WALL;
Jum[x, Line + 1] = WALL;
}//for
for (int z = 0; z <= Line; z++) {// 0 ~ 9
Jum[0, z] = WALL;
Jum[Line + 1, z] = WALL;
}//for
}//Start
void Update () {
if (Input.GetMouseButtonDown(0)) {//left click
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);//camera to touchpoint
RaycastHit hit;
if (Physics.Raycast(ray, out hit) && current[color - 1] < MaxStone) {
Vector3 pos = hit.point;
//print ("Hit.Point : "+pos);
pos.x = Mathf.Clamp(Mathf.Round (pos.x), -Line / 2, Line / 2);
pos.y = 0.2f;
pos.z = Mathf.Clamp(Mathf.Round (pos.z), -Line / 2, Line / 2);
int px, pz;
px = 1 + (int)(pos.x + Line * 0.5f);
pz = 1 + (int)(pos.z + Line * 0.5f);
if (Jum[px, pz] != EMPTY) {
JumObject[px, pz].SendMessage("PlayScale");
return;
}//Empty if
GameObject stone = Stones[color - 1, current[color - 1]];
stone.transform.position = pos;
//print (string.Format("Move : color = {0}, px = {1}, pz = {2}", (color == BLACK) ? "B" : "W", px, pz));
Jum[px, pz] = color;
JumObject[px, pz] = stone;
checkLife2(px, pz);
current[color - 1]++;
color = (color == BLACK) ? WHITE : BLACK;
}//Physics if
}//Click if
}//Update
bool getLifePoint(int x, int z) {
int i = 0;
for (i = 0; i < 4; i++) {
int x1 = x + checkPoint[i, 0];// 0, 1, 0, -1
int z1 = z + checkPoint[i, 1];// 1, 0, -1, 0
if (Jum[x1, z1] == EMPTY)
return true;
}//for
return false;
}//getLifePoint
void deleteJum (int x, int z) {
if (Jum[x, z] == BLACK) {
Jum[x, z] = EMPTY;
captured[0]++;
JumObject[x, z].transform.position = new Vector3(2.0f + captured[0] * 0.2f, 0.5f, 6.0f);
} else if (Jum[x, z] == WHITE) {
Jum[x, z] = EMPTY;
captured[1]++;
JumObject[x, z].transform.position = new Vector3(-2.0f - captured[1] * 0.2f, 0.5f, 6.0f);
}//if
}//deleteJum
void checkLife2 (int lastX, int lastZ) {
for (int x = 1; x <= Line; x++) {// 1 ~ 9
for (int z = 1; z <= Line; z++) {// 1 ~ 9
lifePoint[x, z] = getLifePoint(x, z);
}//for
}//for
for (int x = 1; x <= Line; x++) {// 1 ~ 9
for (int z = 1; z <= Line; z++) {// 1 ~ 9
if (Jum[x, z] == EMPTY)
continue;
for (int i = 0; i < 4; i++) {
int x1 = x + checkPoint[i, 0];
int z1 = z + checkPoint[i, 1];
if (Jum[x, z] == Jum[x1, z1] && lifePoint[x1, z1] == true) {
lifePoint[x, z] = true;
break;
}//if
}//for
}//for
}//for
for (int x = 1; x <= Line; x++) {
for (int z = 1; z <= Line; z++) {
if (Jum[x, z] != EMPTY && lifePoint[x, z] == false)
deleteJum(x, z);
}//for
}//for
}//checkLife2
void checkLife () {
for (int x = 1; x <= Line; x++) {
for (int z = 1; z <= Line; z++) {
if (Jum[x, z] == EMPTY)
continue;
int i = 0;
for (i = 0; i < 4; i++) {
int x1 = x + checkPoint[i, 0];
int z1 = z + checkPoint[i, 1];
if (Jum[x1, z1] == Jum[x, z] || Jum[x1, z1] == EMPTY) {
break; // LIFE
}//if
}//for
if (i < 4)
continue;
deleteJum(x, z);
}//for
}//for
}//checkLife
}//class