New dice logic + fixes.
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@ -25,10 +25,13 @@ public class Dice : MonoBehaviour, IBase, IBootLoader
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InterfaceManager.Instance?.RegisterInterface<Dice>(this);
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transform.localPosition = new Vector3(0, 20, 0);
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}
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public void Roll()
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public void Roll(Action<int> onComplete, bool isBot)
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{
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if (!rolling)
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{
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Debug.Log($"isBot: {isBot}");
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onRollingComplete = onComplete;
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StartCoroutine(RollRoutine());
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}
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@ -92,5 +95,12 @@ public class Dice : MonoBehaviour, IBase, IBootLoader
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rb.angularVelocity = Vector3.zero;
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transform.localPosition = new Vector3(0, 20, 0);
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rolling = false;
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Invoke(nameof(ResetEvent), 0.5f);
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}
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private void ResetEvent()
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{
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onRollingComplete = null;
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}
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}
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@ -89,8 +89,6 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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{
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tilesManager = InterfaceManager.Instance.GetInterfaceInstance<TilesManager>();
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CanRollDice = true;
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// initialize the player list from UI.
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// InitPlayerTypesForLAN(null);
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@ -106,6 +104,8 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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playerBaseHandler.InitPlayerTypes(allPlayerTypes);
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InitCurrentGamePlayerInfo();
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SetCanRollDiceForUser(true);
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}
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public void InitPlayerTypesForBotMatch(PlayerType selectedPlayerType, int botCount)
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@ -121,6 +121,8 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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InitCurrentGamePlayerInfo();
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InitBotRuntimeData();
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AssignPlayerAndBotStates(selectedPlayerType);
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SetCanRollDiceForUser(!botTypesInGame.Contains(selectedPlayerType));
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}
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private void InitBotRuntimeData()
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@ -238,7 +240,6 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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{
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Debug.Log($"Switching player");
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SwitchPlayer();
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SetCanRollDiceForUser(true);
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}
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}
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@ -270,7 +271,11 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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// What happens when you get a 6
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private void SelectPawnFromBotBase()
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{
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if (canSwitchPlayer || availPlayers.Count() < 1 && !CanRollDiceAgain || !botTypesInGame.Contains(currentPlayerTypeTurn)) return; // Have a better check here
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if (canSwitchPlayer || availPlayers.Count() < 1 && !CanRollDiceAgain || !botTypesInGame.Contains(currentPlayerTypeTurn))
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{
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Debug.Log($"returning from SelectPawnFromBotBase");
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return; // Have a better check here
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}
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Debug.Log($"CallTest: SelectPawnFromBotBase: {currentPlayerTypeTurn}");
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var botPawnsDictForCurrentPlayer = botRuntimeMovementData[currentPlayerTypeTurn]; // set the data inside this dict
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@ -449,7 +454,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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Debug.Log($"### AreAllPawnsInFinishingPath");
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if (AreAllPawnsInFinishingPath())
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{
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SetCanRollDiceForUser(true);
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SetCanRollDiceForUser(!botTypesInGame.Contains(currentPlayerTypeTurn));
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return;
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}
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@ -790,10 +795,6 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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}
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SwitchPlayer(playerPawn);
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if (!CanRollDiceAgain)
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{
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SetCanRollDiceForUser(true);
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}
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}
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},
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index);
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@ -900,21 +901,20 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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{
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CanRollDiceAgain = true;
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if (playerPawn.IsBotPlayer)
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CheckDiceRollForBot(playerPawn);
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CheckDiceRollForBot(playerPawn);
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else
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SetCanRollDiceForUser(true);
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}
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}
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else
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{
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if (CheckForMaxDiceRollAttempt())
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{
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SetCanRollDiceForUser(true);
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return;
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}
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SwitchPlayer();
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}
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SetCanRollDiceForUser(true);
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}
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},
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index);
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@ -922,8 +922,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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private void SetCanRollDiceForUser(bool state)
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{
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// if (botTypesInGame.Contains(playerType)) return;
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CanRollDice = state;
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CanRollDiceForUser = state;
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Debug.Log($"CAnRollDiceForUser: {CanRollDiceForUser}");
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}
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}
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@ -30,8 +30,18 @@ public class DiceRoller : MonoBehaviour
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SoundManager soundManager = InterfaceManager.Instance?.GetInterfaceInstance<SoundManager>();
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soundManager?.PlayGameSoundClip(SoundType.Dice);
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int currentRolledVal = // Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1);
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diceTestValue != 0 ? diceTestValue : Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1);
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inputManager.SetDiceRollValue(currentRolledVal);
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inputManager.SetDiceRollValue(rolledVal);
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}
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public void HandleDiceViewForUser()
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{
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if (!inputManager.GameplayManager.CanRollDiceForUser) return;
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diceView.Roll(onComplete: (rolledVal) => OnUserDiceRollComplete(rolledVal), false);
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}
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public void HandleDiceViewForBot(Action<int> onComplete)
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{
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diceView.Roll(onComplete: (val) => onComplete?.Invoke(val), true);
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}
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}
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