New dice logic + fixes.

This commit is contained in:
Ashby Issac 2026-01-30 12:54:43 +05:30
parent f8eed62a9f
commit 14d4a562a4
3 changed files with 40 additions and 21 deletions

View File

@ -25,10 +25,13 @@ public class Dice : MonoBehaviour, IBase, IBootLoader
InterfaceManager.Instance?.RegisterInterface<Dice>(this);
transform.localPosition = new Vector3(0, 20, 0);
}
public void Roll()
public void Roll(Action<int> onComplete, bool isBot)
{
if (!rolling)
{
Debug.Log($"isBot: {isBot}");
onRollingComplete = onComplete;
StartCoroutine(RollRoutine());
}
@ -92,5 +95,12 @@ public class Dice : MonoBehaviour, IBase, IBootLoader
rb.angularVelocity = Vector3.zero;
transform.localPosition = new Vector3(0, 20, 0);
rolling = false;
Invoke(nameof(ResetEvent), 0.5f);
}
private void ResetEvent()
{
onRollingComplete = null;
}
}

View File

@ -89,8 +89,6 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
{
tilesManager = InterfaceManager.Instance.GetInterfaceInstance<TilesManager>();
CanRollDice = true;
// initialize the player list from UI.
// InitPlayerTypesForLAN(null);
@ -106,6 +104,8 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
playerBaseHandler.InitPlayerTypes(allPlayerTypes);
InitCurrentGamePlayerInfo();
SetCanRollDiceForUser(true);
}
public void InitPlayerTypesForBotMatch(PlayerType selectedPlayerType, int botCount)
@ -121,6 +121,8 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
InitCurrentGamePlayerInfo();
InitBotRuntimeData();
AssignPlayerAndBotStates(selectedPlayerType);
SetCanRollDiceForUser(!botTypesInGame.Contains(selectedPlayerType));
}
private void InitBotRuntimeData()
@ -238,7 +240,6 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
{
Debug.Log($"Switching player");
SwitchPlayer();
SetCanRollDiceForUser(true);
}
}
@ -270,7 +271,11 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
// What happens when you get a 6
private void SelectPawnFromBotBase()
{
if (canSwitchPlayer || availPlayers.Count() < 1 && !CanRollDiceAgain || !botTypesInGame.Contains(currentPlayerTypeTurn)) return; // Have a better check here
if (canSwitchPlayer || availPlayers.Count() < 1 && !CanRollDiceAgain || !botTypesInGame.Contains(currentPlayerTypeTurn))
{
Debug.Log($"returning from SelectPawnFromBotBase");
return; // Have a better check here
}
Debug.Log($"CallTest: SelectPawnFromBotBase: {currentPlayerTypeTurn}");
var botPawnsDictForCurrentPlayer = botRuntimeMovementData[currentPlayerTypeTurn]; // set the data inside this dict
@ -449,7 +454,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
Debug.Log($"### AreAllPawnsInFinishingPath");
if (AreAllPawnsInFinishingPath())
{
SetCanRollDiceForUser(true);
SetCanRollDiceForUser(!botTypesInGame.Contains(currentPlayerTypeTurn));
return;
}
@ -790,10 +795,6 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
}
SwitchPlayer(playerPawn);
if (!CanRollDiceAgain)
{
SetCanRollDiceForUser(true);
}
}
},
index);
@ -900,21 +901,20 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
{
CanRollDiceAgain = true;
if (playerPawn.IsBotPlayer)
CheckDiceRollForBot(playerPawn);
CheckDiceRollForBot(playerPawn);
else
SetCanRollDiceForUser(true);
}
}
else
{
if (CheckForMaxDiceRollAttempt())
{
SetCanRollDiceForUser(true);
return;
}
SwitchPlayer();
}
SetCanRollDiceForUser(true);
}
},
index);
@ -922,8 +922,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
private void SetCanRollDiceForUser(bool state)
{
// if (botTypesInGame.Contains(playerType)) return;
CanRollDice = state;
CanRollDiceForUser = state;
Debug.Log($"CAnRollDiceForUser: {CanRollDiceForUser}");
}
}

View File

@ -30,8 +30,18 @@ public class DiceRoller : MonoBehaviour
SoundManager soundManager = InterfaceManager.Instance?.GetInterfaceInstance<SoundManager>();
soundManager?.PlayGameSoundClip(SoundType.Dice);
int currentRolledVal = // Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1);
diceTestValue != 0 ? diceTestValue : Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1);
inputManager.SetDiceRollValue(currentRolledVal);
inputManager.SetDiceRollValue(rolledVal);
}
public void HandleDiceViewForUser()
{
if (!inputManager.GameplayManager.CanRollDiceForUser) return;
diceView.Roll(onComplete: (rolledVal) => OnUserDiceRollComplete(rolledVal), false);
}
public void HandleDiceViewForBot(Action<int> onComplete)
{
diceView.Roll(onComplete: (val) => onComplete?.Invoke(val), true);
}
}