Refactored changes + fixes for indicator.
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@ -8464,6 +8464,7 @@ MonoBehaviour:
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diceRollHandler: {fileID: 1013177415}
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diceValue: 6
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maxDiceSixRollCounter: 2
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totalStepsForCharacter: 57
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diceText: {fileID: 953941044}
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pointerDebug: {fileID: 102349503}
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pointerMeshRend: {fileID: 102349501}
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@ -1,9 +1,9 @@
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using TMPro;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using DG.Tweening;
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using TMPro;
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using UnityEngine;
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using System.Collections.Generic;
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public enum BotMove
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{
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@ -308,12 +308,6 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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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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// check the data from the playerGameDataDict
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// change playerPawnsDict to list
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// only select the pawns that are active
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// if no pawns have left the home select the first pawn inside the base should be selected
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int savedPlayerId = -1;
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PlayerPawn pawn = null;
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@ -321,7 +315,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInHome == 0)
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{
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InitActivePlayers();
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UpdateActivePlayersAndSetDisplay();
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}
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if (availPlayers.Count() < 1 && CanRollDiceAgain) // got a 6 roll value
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@ -524,7 +518,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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else // if there are any other pawns that are in safe or moving state
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{
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// for player's logic
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InitActivePlayers();
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UpdateActivePlayersAndSetDisplay();
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int customAvailPlayers = availPlayers.Count();
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Debug.Log($"before CustomAvailablePlayers: {customAvailPlayers}");
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@ -566,7 +560,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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Debug.Log($"CanRollDiceAgain: {CanRollDiceAgain}, canSwitchPlayer: {canSwitchPlayer}");
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}
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private void InitActivePlayers()
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private void UpdateActivePlayersAndSetDisplay()
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{
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availPlayers = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values.Select(pawn => pawn)
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.Where(pawn => pawn.GetPlayerState() == PlayerState.InSafeZone ||
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@ -632,14 +626,14 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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{
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Tile targetTile = tilesManager.RetrieveTileBasedOnIndex(playerGameData.startIndex);
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UpdatePlayerCountOnTile(selectedPawn, false);
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selectedPawn.ShowPlayerCountCanvas(false);
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selectedPawn.MoveToTile(
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GetAndInitPositionInsideSafeZone(selectedPawn, targetTile),
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onComplete: () =>
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{
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playerGameDatasDict[playerGameData.playerType].totalPawnsInHome--;
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UpdatePlayerState(selectedPawn, PlayerState.InSafeZone);
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UpdatePlayerCountOnTile(selectedPawn, true);
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ShowUpdatedPlayerCountOnTile(selectedPawn);
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if (CheckForMaxDiceRollAttempt())
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{
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return;
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@ -656,6 +650,16 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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}
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else if (selectedPawn.GetPlayerState() == PlayerState.InFinishingPath)
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{
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Tile currentSittingTile = tilesManager.RetrieveFinishingTileBasedOnIndex(selectedPawn.PlayerType, selectedPawn.CurrentTileIndex);
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currentSittingTile.ResetPlayerPawn(selectedPawn);
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if (currentSittingTile.HasPawnsAvailable)
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{
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var playerPawns = currentSittingTile.GetPlayerPawns();
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foreach (var pawn in playerPawns)
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ShowUpdatedPlayerCountOnTile(pawn);
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}
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ApplyFinishingPathLogic(selectedPawn);
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}
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else if (selectedPawn.CurrentTileIndex == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
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@ -693,7 +697,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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if (safeTile.ContainsPlayerType(selectedPawn.PlayerType))
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{
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foreach (var pawn in playerPawns)
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UpdatePlayerCountOnTile(pawn, true);
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ShowUpdatedPlayerCountOnTile(pawn);
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}
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}
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}
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@ -704,7 +708,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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{
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var playerPawns = currentSittingTile.GetPlayerPawns();
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foreach (var pawn in playerPawns)
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UpdatePlayerCountOnTile(pawn, true);
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ShowUpdatedPlayerCountOnTile(pawn);
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}
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}
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@ -719,7 +723,8 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1 : finishingPathIndex + diceRolledValue;
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Debug.Log($"TargetIdx: {targetIdx}, finishingPathIndex: {finishingPathIndex}");
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UpdatePlayerCountOnTile(playerPawn, false);
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playerPawn.ShowPlayerCountCanvas(false);
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MoveThroughFinishingPath(playerPawn, finishingPathIndex, targetIdx);
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}
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@ -746,9 +751,8 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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Debug.Log($"currentPlayerTurnIndex: {currentPlayerTurnIndex}");
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Debug.Log($"before SwitchPlayer availPlayers: {availPlayers.Count}, playerPawn: {playerPawn}");
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if (availPlayers.Count < 1)
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InitActivePlayers();
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UpdateActivePlayersAndSetDisplay();
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Debug.Log($"after SwitchPlayer availPlayers: {availPlayers.Count}, playerPawn: {playerPawn}");
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SetDisplayCountForAllAvailPlayers(false);
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@ -776,8 +780,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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diceSixRollCounter = 0;
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diceText.text = $"{0}";
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InitActivePlayers();
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SetDisplayCountForAllAvailPlayers(true);
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UpdateActivePlayersAndSetDisplay();
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}
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SetCanRollDiceForUser(!botTypesInGame.Contains(currentPlayerTypeTurn));
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@ -804,9 +807,13 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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public void SetDisplayCountForAllAvailPlayers(bool state)
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{
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foreach (var pawn in availPlayers)
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if (state)
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{
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UpdatePlayerCountOnTile(pawn, state);
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availPlayers.ForEach(pawn => ShowUpdatedPlayerCountOnTile(pawn));
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}
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else
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{
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availPlayers.ForEach(pawn => pawn.ShowPlayerCountCanvas(false));
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}
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}
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@ -827,7 +834,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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}
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Debug.Log($"tile targetPosition: {targetPosition}");
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UpdatePlayerCountOnTile(playerPawn, false);
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playerPawn.ShowPlayerCountCanvas(false);
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playerPawn.MoveToTile(
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targetPosition,
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@ -860,7 +867,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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Debug.Log($"nextTile.IsSafeZone: {nextTile.IsSafeZone}");
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if (CanRollDiceAgain)
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UpdatePlayerCountOnTile(playerPawn, true);
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ShowUpdatedPlayerCountOnTile(playerPawn);
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if (!nextTile.IsSafeZone)
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{
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@ -900,7 +907,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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}
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nextTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
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UpdatePlayerCountOnTile(playerPawn, true);
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ShowUpdatedPlayerCountOnTile(playerPawn);
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if (CheckForMaxDiceRollAttempt())
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{
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@ -1003,6 +1010,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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{
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if (playerPawn.CurrentTileIndex == tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1)
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{
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playerPawn.ShowPlayerCountCanvas(false);
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UpdatePlayerState(playerPawn, PlayerState.HasFinished);
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playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished++;
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@ -1044,15 +1052,18 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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else
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{
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// activate here
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tilesManager.RetrieveFinishingTileBasedOnIndex(currentPlayerTypeTurn, playerPawn.CurrentTileIndex).InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
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if (CheckForMaxDiceRollAttempt())
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{
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return;
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}
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if (CanRollDiceAgain)
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ShowUpdatedPlayerCountOnTile(playerPawn);
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SwitchPlayer();
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}
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UpdatePlayerCountOnTile(playerPawn, CanRollDiceAgain && playerPawn.CurrentTileIndex != tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1);
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}
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},
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index);
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@ -1064,14 +1075,13 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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Debug.Log($"CAnRollDiceForUser: {CanRollDiceForUser}");
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}
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private void UpdatePlayerCountOnTile(PlayerPawn playerPawn, bool show)
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private void ShowUpdatedPlayerCountOnTile(PlayerPawn playerPawn)
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{
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Tile tile = playerPawn.GetPlayerState() == PlayerState.InFinishingPath ?
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tilesManager.RetrieveFinishingTileBasedOnIndex(playerPawn.PlayerType, playerPawn.CurrentTileIndex)
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: tilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex);
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playerPawn.ShowPlayerCountCanvas(show);
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if (!show) return;
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playerPawn.ShowPlayerCountCanvas(true);
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int count = 0;
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if (tile.IsSafeZone)
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@ -1083,6 +1093,8 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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count = tile.TotalPawnsInTile;
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}
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Debug.Log($"ShowUpdatedPlayerCountOnTile: {count}");
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playerPawn.PlayerCountCanvas.SetPlayerCount(count);
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}
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@ -21,7 +21,6 @@ public class PlayerPawn : MonoBehaviour
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{
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[SerializeField] private PlayerState playerState;
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[SerializeField] private Animator animator;
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[SerializeField] private GameObject playerCountCanvasPrefab;
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[SerializeField] private PlayerCountCanvas playerCountCanvas;
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public PlayerCountCanvas PlayerCountCanvas => playerCountCanvas;
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@ -170,8 +169,6 @@ public class PlayerPawn : MonoBehaviour
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public void ShowPlayerCountCanvas(bool show)
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{
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if (playerCountCanvasPrefab == null) return;
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playerCountCanvasPrefab.SetActive(show);
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playerCountCanvas.gameObject.SetActive(show);
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}
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}
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