Fix: Completed players turn issue.

This commit is contained in:
Ashby Issac 2026-01-29 18:44:41 +05:30
parent 4b2720759c
commit 025b13a400

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