using UnityEngine;
///
/// 棋子数据(普通类:纯数据,不包含任何表现层内容)
///
public class ChessPieceData
{
/// 棋子唯一编号(同一次对局内唯一,用于 UI 映射与网络同步)
public int id;
/// 棋子类型
public ChessPieceType pieceType;
/// 所属阵营
public ChessCamp camp;
/// 逻辑坐标(x 0~8,y 0~9,红方在下方)
public Vector2Int pos;
/// 是否存活(被吃后为 false)
public bool isAlive = true;
/// 棋子显示名(红:帅仕相马车炮兵 / 黑:将士象马车炮卒)
public string displayName
{
get
{
switch (pieceType)
{
case ChessPieceType.Jiang: return camp == ChessCamp.Red ? "帅" : "将";
case ChessPieceType.Shi: return camp == ChessCamp.Red ? "仕" : "士";
case ChessPieceType.Xiang: return camp == ChessCamp.Red ? "相" : "象";
case ChessPieceType.Ma: return "马";
case ChessPieceType.Ju: return "车";
case ChessPieceType.Pao: return "炮";
case ChessPieceType.Bing: return camp == ChessCamp.Red ? "兵" : "卒";
default: return "";
}
}
}
}