Primer Commit

This commit is contained in:
2025-07-29 00:54:13 -03:00
parent 714fb3d371
commit bb3c5f0230
588 changed files with 44170 additions and 0 deletions
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using UnityEngine;
public class BoardManager : MonoBehaviour
{
[Header("Prefabs de Piezas")]
public GameObject whitePawnPrefab;
public GameObject whiteRookPrefab;
public GameObject whiteKnightPrefab;
public GameObject whiteBishopPrefab;
public GameObject whiteQueenPrefab;
public GameObject whiteKingPrefab;
public GameObject blackPawnPrefab;
public GameObject blackRookPrefab;
public GameObject blackKnightPrefab;
public GameObject blackBishopPrefab;
public GameObject blackQueenPrefab;
public GameObject blackKingPrefab;
[Header("Prefabs de Casillas")]
public GameObject brownPrefab;
public GameObject grayPrefab;
public Transform boardParent;
public float tileSize = 10.24f;
public GameObject[,] squares = new GameObject[8, 8];
void Start()
{
GenerateBoard();
PlacePieces();
}
void GenerateBoard()
{
for (int x = 0; x < 8; x++)
{
for (int y = 0; y < 8; y++)
{
bool isBrown = (x + y) % 2 == 0;
GameObject prefabToUse = isBrown ? brownPrefab : grayPrefab;
Vector3 position = new Vector3(x * tileSize, y * tileSize, 0f);
GameObject square = Instantiate(prefabToUse, position, Quaternion.identity, boardParent);
square.name = $"Square_{x}_{y}";
squares[x, y] = square;
}
}
}
void PlacePiece(GameObject prefab, int x, int y, bool isWhite)
{
if (prefab == null)
{
Debug.LogError($"Falta asignar el prefab en ({x}, {y})");
return;
}
Vector3 position = new Vector3(x * tileSize, y * tileSize, -1f); // -1 para que la pieza quede sobre el tablero
GameObject pieceObj = Instantiate(prefab, position, Quaternion.identity);
Piece piece = pieceObj.GetComponent<Piece>();
if (piece == null)
{
Debug.LogError($"El prefab '{prefab.name}' no tiene el script 'Piece'");
return;
}
piece.currentPos = new Vector2Int(x, y);
piece.isWhite = isWhite;
GameManager.Instance.board[x, y] = piece;
}
void PlacePieces()
{
// Blancas
for (int x = 0; x < 8; x++)
{
PlacePiece(whitePawnPrefab, x, 1, true);
}
PlacePiece(whiteRookPrefab, 0, 0, true);
PlacePiece(whiteKnightPrefab, 1, 0, true);
PlacePiece(whiteBishopPrefab, 2, 0, true);
PlacePiece(whiteQueenPrefab, 3, 0, true);
PlacePiece(whiteKingPrefab, 4, 0, true);
PlacePiece(whiteBishopPrefab, 5, 0, true);
PlacePiece(whiteKnightPrefab, 6, 0, true);
PlacePiece(whiteRookPrefab, 7, 0, true);
// Negras
for (int x = 0; x < 8; x++)
{
PlacePiece(blackPawnPrefab, x, 6, false);
}
PlacePiece(blackRookPrefab, 0, 7, false);
PlacePiece(blackKnightPrefab, 1, 7, false);
PlacePiece(blackBishopPrefab, 2, 7, false);
PlacePiece(blackQueenPrefab, 3, 7, false);
PlacePiece(blackKingPrefab, 4, 7, false);
PlacePiece(blackBishopPrefab, 5, 7, false);
PlacePiece(blackKnightPrefab, 6, 7, false);
PlacePiece(blackRookPrefab, 7, 7, false);
}
}
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using UnityEngine;
public class BoardManager1 : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
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fileFormatVersion: 2
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using UnityEngine;
public class GameManager : MonoBehaviour
{
public static GameManager Instance;
public Piece[,] board = new Piece[8, 8];
public bool whiteTurn = true;
void Awake()
{
if (Instance == null) Instance = this;
else Destroy(gameObject);
}
public void MovePiece(Piece piece, Vector2Int newPos)
{
board[piece.currentPos.x, piece.currentPos.y] = null;
board[newPos.x, newPos.y] = piece;
piece.transform.position = new Vector3(newPos.x, newPos.y, 0);
piece.currentPos = newPos;
whiteTurn = !whiteTurn;
}
}
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using System.Collections.Generic;
using UnityEngine;
public class Pawn : Piece
{
public override List<Vector2Int> GetAvailableMoves(Piece[,] board)
{
List<Vector2Int> moves = new List<Vector2Int>();
int direction = isWhite ? 1 : 1;
Vector2Int forward = new Vector2Int(currentPos.x, currentPos.y + direction);
if (IsInsideBoard(forward) && board[forward.x, forward.y] == null)
moves.Add(forward);
Vector2Int diagLeft = new Vector2Int(currentPos.x - 1, currentPos.y + direction);
Vector2Int diagRight = new Vector2Int(currentPos.x + 1, currentPos.y + direction);
if (IsInsideBoard(diagLeft) && board[diagLeft.x, diagLeft.y] != null && board[diagLeft.x, diagLeft.y].isWhite != isWhite)
moves.Add(diagLeft);
if (IsInsideBoard(diagRight) && board[diagRight.x, diagRight.y] != null && board[diagRight.x, diagRight.y].isWhite != isWhite)
moves.Add(diagRight);
return moves;
}
bool IsInsideBoard(Vector2Int pos) {
return pos.x >= 0 && pos.x < 8 && pos.y >= 0 && pos.y < 8;
}
}
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using System.Collections.Generic;
using UnityEngine;
public class Piece : MonoBehaviour
{
public bool isWhite;
public Vector2Int currentPos;
public virtual List<Vector2Int> GetAvailableMoves(Piece[,] board)
{
return new List<Vector2Int>();
}
}
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