mirror of
https://github.com/Earth-Genesis-Games/Ajedrez_Purgatorio.git
synced 2026-09-11 09:47:35 +00:00
- Fix 9 CS0101 duplicate classes between Mono/ and Mono/Classic/ - BoardManager -> ClassicBoardManager, SquareClick -> ClassicSquareClick - Delete duplicate Piece/Pawn/King/Queen/Rook/Bishop/Knight from Classic/ - Merge GetAttackSquares into Piece base class with overrides - Fix King castling: reject castling through/while in check - Assign URP pipeline to QualitySettings (6 levels) and GraphicsSettings - Fix template identifiers (DefaultCompany -> EarthGenesisGames) - Delete orphaned SampleScene.unity and duplicate URP assets - Fix test assembly reference (Assembly-CSharp -> AjedrezPurgatorio.Runtime) - Remove 11 unused packages (multiplayer, visualscripting, terrain, etc.) - Update BoardInputSystemSpike for ClassicSquareClick - Write unit tests: CheckDetector, DrawDetector, MoveValidator - Fix BalanceConfig JSON structure to match C# class fields - Update stale documentation (~30 files) - architecture.md, ADR-0001, roadmap, gate-check, EPIC.md - PROJECT_STATUS.md, BLOQUEADORES_JUGABILIDAD.md - tech-debt-register.md - Add Unity Editor setup guide (production/UNITY_EDITOR_SETUP.md)
126 lines
4.0 KiB
C#
126 lines
4.0 KiB
C#
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// ✅ BoardManagerCombat.cs
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using UnityEngine;
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public class BoardManagerCombat : MonoBehaviour
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{
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[Header("Prefabs de Piezas")]
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public GameObject whitePawnPrefab, whiteRookPrefab, whiteKnightPrefab, whiteBishopPrefab, whiteQueenPrefab, whiteKingPrefab;
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public GameObject blackPawnPrefab, blackRookPrefab, blackKnightPrefab, blackBishopPrefab, blackQueenPrefab, blackKingPrefab;
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[Header("Prefabs de Casillas")]
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public GameObject brownPrefab, grayPrefab;
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[Header("Indicadores de Movimiento")]
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public GameObject moveIndicatorPrefab;
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public GameObject[,] indicators = new GameObject[8, 8];
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public Transform boardParent;
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public float tileSize = 10.24f;
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public GameObject[,] squares = new GameObject[8, 8];
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public static BoardManagerCombat Instance;
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void Awake()
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{
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if (Instance == null) Instance = this;
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else Destroy(gameObject);
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}
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void Start()
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{
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GenerateBoard();
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GenerateIndicators();
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PlacePieces();
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}
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void GenerateBoard()
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{
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for (int x = 0; x < 8; x++)
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{
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for (int y = 0; y < 8; y++)
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{
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GameObject prefabToUse = (x + y) % 2 == 0 ? brownPrefab : grayPrefab;
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Vector3 pos = new(x * tileSize, y * tileSize, 0f);
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GameObject square = Instantiate(prefabToUse, pos, Quaternion.identity, boardParent);
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square.name = $"Square_{x}_{y}";
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squares[x, y] = square;
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var click = square.AddComponent<SquareClickCombat>();
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click.position = new Vector2Int(x, y);
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}
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}
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}
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void PlacePiece(GameObject prefab, int x, int y, bool isWhite)
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{
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if (!prefab) { Debug.LogError($"Prefab faltante en ({x},{y})"); return; }
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Vector3 pos = new(x * tileSize, y * tileSize, -1f);
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GameObject pieceObj = Instantiate(prefab, pos, Quaternion.identity);
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PieceCombat piece = pieceObj.GetComponent<PieceCombat>();
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if (!piece) { Debug.LogError($"El prefab {prefab.name} no tiene el script PieceCombat"); return; }
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piece.currentPos = new Vector2Int(x, y);
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piece.isWhite = isWhite;
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GameManagerCombat.Instance.board[x, y] = piece;
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}
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void PlacePieces()
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{
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for (int x = 0; x < 8; x++)
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{
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PlacePiece(whitePawnPrefab, x, 1, true);
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PlacePiece(blackPawnPrefab, x, 6, false);
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}
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PlacePiece(whiteRookPrefab, 0, 0, true);
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PlacePiece(whiteKnightPrefab, 1, 0, true);
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PlacePiece(whiteBishopPrefab, 2, 0, true);
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PlacePiece(whiteQueenPrefab, 3, 0, true);
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PlacePiece(whiteKingPrefab, 4, 0, true);
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PlacePiece(whiteBishopPrefab, 5, 0, true);
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PlacePiece(whiteKnightPrefab, 6, 0, true);
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PlacePiece(whiteRookPrefab, 7, 0, true);
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PlacePiece(blackRookPrefab, 0, 7, false);
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PlacePiece(blackKnightPrefab, 1, 7, false);
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PlacePiece(blackBishopPrefab, 2, 7, false);
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PlacePiece(blackQueenPrefab, 3, 7, false);
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PlacePiece(blackKingPrefab, 4, 7, false);
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PlacePiece(blackBishopPrefab, 5, 7, false);
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PlacePiece(blackKnightPrefab, 6, 7, false);
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PlacePiece(blackRookPrefab, 7, 7, false);
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}
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public void ShowIndicator(Vector2Int pos)
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{
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if (IsInsideBoard(pos)) indicators[pos.x, pos.y].SetActive(true);
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}
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public void HideAllIndicators()
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{
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foreach (var indicator in indicators)
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if (indicator != null) indicator.SetActive(false);
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}
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bool IsInsideBoard(Vector2Int pos)
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{
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return pos.x >= 0 && pos.x < 8 && pos.y >= 0 && pos.y < 8;
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}
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void GenerateIndicators()
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{
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for (int x = 0; x < 8; x++)
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for (int y = 0; y < 8; y++)
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{
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Vector3 pos = new(x * tileSize, y * tileSize, -0.5f);
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GameObject indicator = Instantiate(moveIndicatorPrefab, pos, Quaternion.identity, boardParent);
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indicator.SetActive(false);
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indicators[x, y] = indicator;
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}
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}
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} |