Fix: Completed players turn issue.
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parent
4b2720759c
commit
025b13a400
@ -93,7 +93,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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// initialize the player list from UI.
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// initialize the player list from UI.
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// InitPlayerTypesForLAN(null);
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// InitPlayerTypesForLAN(null);
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InitPlayerTypesForBotMatch(PlayerType.Player1, 1);
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InitPlayerTypesForBotMatch(PlayerType.Player1, 3);
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}
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}
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// TODO :: Call when the UI selection is made and game starts
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// TODO :: Call when the UI selection is made and game starts
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@ -832,14 +832,16 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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UpdatePlayerState(playerPawn, PlayerState.HasFinished);
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UpdatePlayerState(playerPawn, PlayerState.HasFinished);
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playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished++;
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playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished++;
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Debug.Log($"totalPawnsFinished: {playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished}, playerPawnsDict.Count: {playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count}");
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if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished == playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count)
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if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished == playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count)
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{
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{
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CanRollDiceAgain = false;
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CanRollDiceAgain = false;
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SwitchPlayer();
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if (allPlayerTypes.Contains(currentPlayerTypeTurn))
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if (allPlayerTypes.Contains(currentPlayerTypeTurn))
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allPlayerTypes.Remove(currentPlayerTypeTurn);
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allPlayerTypes.Remove(currentPlayerTypeTurn);
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SwitchPlayer();
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Debug.Log($"PlayerTypes: {allPlayerTypes.Count}");
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Debug.Log($"PlayerTypes: {allPlayerTypes.Count}");
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}
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}
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else
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else
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