Created new allocation for game data.
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8132704374
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@ -232,8 +232,18 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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Debug.Log($"playerGameData.playerType: {playerGameData.playerType}");
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playerGameDatasDict.Add(playerGameData.playerType, playerGameData);
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playerGameDatasDict[playerGameData.playerType].playerPawnsDict = new Dictionary<int, PlayerPawn>();
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playerGameDatasDict.Add(
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playerGameData.playerType,
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new PlayerGameData
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{
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playerType = playerGameData.playerType,
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startIndex = playerGameData.startIndex,
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endIndex = playerGameData.endIndex,
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playersParent = playerGameData.playersParent,
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playerPawnsDict = new Dictionary<int, PlayerPawn>(),
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totalPawnsInHome = playerGameData.totalPawnsInHome,
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totalPawnsFinished = playerGameData.totalPawnsFinished
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});
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foreach (Transform playerPawnChild in playerGameData.playersParent)
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{
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@ -242,7 +252,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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var pawn = playerPawnChild.GetComponent<PlayerPawn>();
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playerGameDatasDict[playerGameData.playerType].playerPawnsDict.Add(pawn.PlayerId, pawn);
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}
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playerGameDatasDict[playerGameData.playerType].totalPawnsInHome = playerGameDatasDict[playerGameData.playerType].playerPawnsDict.Count;
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}
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}
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@ -753,6 +763,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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UpdateActivePlayersAndSetDisplay(false);
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Debug.Log($"after SwitchPlayer availPlayers: {availPlayers.Count}, playerPawn: {playerPawn}");
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Debug.Log($"after allPlayerTypes.Count: {allPlayerTypes.Count}");
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if (allPlayerTypes.Count == 0)
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{
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@ -781,6 +792,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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UpdateActivePlayersAndSetDisplay(true);
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}
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Debug.Log($"currentPlayerTurnIndex: {currentPlayerTurnIndex}");
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Debug.Log($"CurrentPlayerTurn: {currentPlayerTypeTurn}");
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SetCanRollDiceForUser(gameModeHandler.CurrentGameModeType != GameModeType.Bot || !botTypesInGame.Contains(currentPlayerTypeTurn));
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@ -956,12 +968,16 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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UpdatePlayerState(playerPawn, PlayerState.HasFinished);
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playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished++;
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Debug.Log($"playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished: {playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished}");
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Debug.Log($"playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count: {playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count}");
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if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished == playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count)
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{
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CanRollDiceAgain = false;
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var playerTypeToRemove = currentPlayerTypeTurn;
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allPlayerTypes.ForEach(type => Debug.Log($"before allPlayerTypes: {type}"));
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SwitchPlayer();
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allPlayerTypes.ForEach(type => Debug.Log($"after allPlayerTypes: {type}"));
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if (allPlayerTypes.Contains(playerTypeToRemove))
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{
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