261 lines
9.4 KiB
C#
261 lines
9.4 KiB
C#
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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public enum PlayerTypes
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{
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Player1 = 0,
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Player2 = 1,
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Player3 = 2,
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Player4 = 3
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}
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[System.Serializable]
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public class PlayerGameData
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{
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public PlayerTypes playerType;
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public GameObject playerCornerEntity;
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public int startIndex;
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public int endIndex;
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public Transform playersParent;
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public List<PlayerPawn> playerPawns;
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}
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public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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{
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[SerializeField] private Transform pointerDebug;
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[SerializeField] private MeshRenderer pointerMeshRend;
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[SerializeField] private Material turnMat;
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[SerializeField] private Material selectMat;
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[SerializeField] private PlayerGameData[] playerGameDatas;
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private PlayerTypes currentPlayerTurn;
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private int currentPlayerTurnIndex = 0;
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private List<PlayerTypes> playerTypes = new List<PlayerTypes>();
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public List<PlayerTypes> PlayerTypesCollection => playerTypes;
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// private Dictionary<PlayerTypes, > playerPawnsDict = new Dictionary<PlayerTypes, List<PlayerPawn>>();
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private Dictionary<PlayerTypes, PlayerGameData> playerGameDatasDict = new Dictionary<PlayerTypes, PlayerGameData>();
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private TilesManager tilesManager;
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private int diceRolledValue;
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public bool CanRollDice
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{
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get; private set;
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}
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private bool HasRolledSix = false;
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public void Initialize()
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{
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InterfaceManager.Instance?.RegisterInterface<GameplayManager>(this);
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}
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public void InitializeData()
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{
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tilesManager = InterfaceManager.Instance.GetInterfaceInstance<TilesManager>();
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CanRollDice = true;
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InitCurrentGamePlayerInfo(
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new List<PlayerTypes> { PlayerTypes.Player1, PlayerTypes.Player2, PlayerTypes.Player3, PlayerTypes.Player4 });
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}
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// TODO :: Call based on 2P/3P/4P
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public void InitCurrentGamePlayerInfo(List<PlayerTypes> playerTypes)
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{
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this.playerTypes = playerTypes;
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currentPlayerTurn = playerTypes[currentPlayerTurnIndex];
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// initialize the board based on the player types
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foreach (PlayerGameData playerGameData in playerGameDatas)
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{
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if (!playerTypes.Contains(playerGameData.playerType))
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{
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playerGameData.playerCornerEntity.SetActive(false);
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}
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else
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{
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playerGameDatasDict.Add(playerGameData.playerType, playerGameData);
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playerGameDatasDict[playerGameData.playerType].playerPawns = new List<PlayerPawn>();
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foreach (Transform playerPawnChild in playerGameData.playersParent)
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{
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playerGameDatasDict[playerGameData.playerType].playerPawns.Add(playerPawnChild.GetComponent<PlayerPawn>());
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}
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}
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}
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}
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public void EnablePlayerSelectionStates(bool state)
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{
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foreach (PlayerPawn playerPawn in playerGameDatasDict[currentPlayerTurn].playerPawns)
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{
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if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath) continue;
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playerPawn.SetPlayerSelectionState(state);
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}
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}
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public void OnDiceRolled(int rolledVal)
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{
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CanRollDice = false;
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// add core dice logic here
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Debug.Log($"LUDO :: rolledVal: {rolledVal}");
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diceRolledValue = rolledVal;
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if (rolledVal == Ludo_3D_Constants.Max_Dice_Rolls)
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{
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// provide option to select a pawn from the list
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// also play a simple animation before selecting
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EnablePlayerSelectionStates(true);
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HasRolledSix = true;
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pointerMeshRend.material = selectMat;
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// pointerMeshRend.materials[0] = selectMat;
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}
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else // if there are any other pawns that are in safe or moving state
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{
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// for player's logic
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IEnumerable<PlayerPawn> availPlayers = playerGameDatasDict[currentPlayerTurn].playerPawns.Select(pawn => pawn)
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.Where(pawn => pawn.GetPlayerState() == PlayerState.InSafeZone ||
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pawn.GetPlayerState() == PlayerState.Moving ||
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pawn.GetPlayerState() == PlayerState.InFinishingPath);
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foreach (PlayerPawn playerPawn in availPlayers)
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{
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Debug.Log($"## playerPawn.GetPlayerState(): {playerPawn.GetPlayerState()}");
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if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath)
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{
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// TODO :: if rolled dice value <= rem tiles to complete in finishing path
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// TODO :: playerPawn.SetPlayerSelectionState(true);
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// if (diceRolledValue < 6 - playerPawn.CurrentTileIndex) // TODO :: Change hardcoded value
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}
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else
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{
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playerPawn.SetPlayerSelectionState(true);
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}
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}
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if (availPlayers.Count() < 1)
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{
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SwitchPlayer();
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CanRollDice = true;
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}
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HasRolledSix = false;
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}
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}
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public void OnPawnSelected(PlayerPawn playerPawn)
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{
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EnablePlayerSelectionStates(false);
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PlayerGameData playerGameData = playerGameDatasDict[currentPlayerTurn];
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if (playerPawn.GetPlayerState() == PlayerState.InHome)
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{
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playerPawn.MoveToTile(
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tilesManager.RetrieveTileBasedOnIndex(playerGameData.startIndex).transform.position,
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onComplete: () =>
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{
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CanRollDice = true;
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playerPawn.SetPlayerState(PlayerState.InSafeZone);
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}, playerGameData.startIndex);
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return;
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}
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else if (playerPawn.GetPlayerState() == PlayerState.InSafeZone || playerPawn.GetPlayerState() == PlayerState.Moving
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|| playerPawn.GetPlayerState() == PlayerState.InFinishingPath)
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{
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// move based on the dice value
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MoveThroughTiles(playerPawn, playerPawn.CurrentTileIndex + 1, targetIndex: playerPawn.CurrentTileIndex + diceRolledValue);
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}
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}
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private void SwitchPlayer()
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{
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if (!HasRolledSix)
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{
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if (currentPlayerTurn == playerTypes[playerTypes.Count - 1])
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{
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currentPlayerTurnIndex = 0;
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currentPlayerTurn = playerTypes[currentPlayerTurnIndex];
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}
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else
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{
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currentPlayerTurnIndex++;
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currentPlayerTurn = playerTypes[currentPlayerTurnIndex];
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Debug.Log($"currentPlayerTurn: {currentPlayerTurn}");
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Debug.Log($"currentPlayerTurnIndex: {currentPlayerTurnIndex}");
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}
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}
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var tempPos = playerGameDatasDict[currentPlayerTurn].playerCornerEntity.transform.position;
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pointerDebug.position = new Vector3(tempPos.x, 3f, tempPos.z);
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pointerMeshRend.material = turnMat;
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// pointerMeshRend.materials[0] = turnMat;
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}
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private void MoveThroughTiles(PlayerPawn playerPawn, int index, int targetIndex)
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{
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Tile tile = tilesManager.RetrieveTileBasedOnIndex(index);
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playerPawn.MoveToTile(
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tilesManager.RetrieveTileBasedOnIndex(index).transform.position,
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onComplete: () =>
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{
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if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath || index == playerGameDatasDict[currentPlayerTurn].endIndex)
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{
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// MoveThroughTiles(playerPawn, index, targetIndex);
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Debug.Log($"IsMovingThroughFinishingPath({currentPlayerTurn}): {index + 1} :: {playerGameDatasDict[currentPlayerTurn].endIndex}");
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MoveThroughFinishingPath(playerPawn, 0, targetIndex - index);
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}
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else if (index + 1 <= targetIndex)
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{
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MoveThroughTiles(playerPawn, index + 1, targetIndex);
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}
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else
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{
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if (tile.PlayerPawn != null)
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{
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// send this pawn back to base
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}
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tile.InitPlayerPawn(playerPawn);
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SwitchPlayer();
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}
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},
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index);
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CanRollDice = true;
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playerPawn.SetPlayerState(tilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex).IsSafeZone ? PlayerState.InSafeZone : PlayerState.Moving);
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}
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private void MoveThroughFinishingPath(PlayerPawn playerPawn, int index, int targetIndex)
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{
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playerPawn.SetPlayerState(PlayerState.InFinishingPath);
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playerPawn.MoveToTile(
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tilesManager.RetrievePositionForFinishingTile(currentPlayerTurn, index).position,
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onComplete: () =>
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{
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Debug.Log($"index: {index}, targetIndex: {targetIndex}");
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if (index + 1 < targetIndex)
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{
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// MoveThroughTiles(playerPawn, index, targetIndex);
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MoveThroughFinishingPath(playerPawn, index + 1, targetIndex);
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}
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else
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{
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SwitchPlayer();
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}
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},
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index);
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}
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}
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