Changes for AI logic.
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m_LocalScale: {x: 1, y: 1, z: 1}
|
m_LocalScale: {x: 0.5, y: 0.5, z: 0.5}
|
||||||
m_ConstrainProportionsScale: 0
|
m_ConstrainProportionsScale: 1
|
||||||
m_Children: []
|
m_Children: []
|
||||||
m_Father: {fileID: 0}
|
m_Father: {fileID: 0}
|
||||||
m_RootOrder: 0
|
m_RootOrder: 0
|
||||||
|
|||||||
12877
Assets/Scenes/Game.unity
12877
Assets/Scenes/Game.unity
File diff suppressed because it is too large
Load Diff
@ -105,13 +105,13 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
botTypesInGame.Clear();
|
botTypesInGame.Clear();
|
||||||
allPlayerTypes.Clear();
|
allPlayerTypes.Clear();
|
||||||
AssignBotTypes(selectedPlayerType, botCount);
|
AssignBotTypes(selectedPlayerType, botCount);
|
||||||
InitBotRuntimeData();
|
|
||||||
|
|
||||||
allPlayerTypes.Add(selectedPlayerType);
|
allPlayerTypes.Add(selectedPlayerType);
|
||||||
allPlayerTypes.AddRange(botTypesInGame);
|
allPlayerTypes.AddRange(botTypesInGame);
|
||||||
|
|
||||||
playerBaseHandler.InitPlayerTypes(allPlayerTypes);
|
playerBaseHandler.InitPlayerTypes(allPlayerTypes);
|
||||||
InitCurrentGamePlayerInfo();
|
InitCurrentGamePlayerInfo();
|
||||||
|
InitBotRuntimeData();
|
||||||
AssignPlayerAndBotStates(selectedPlayerType);
|
AssignPlayerAndBotStates(selectedPlayerType);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -129,7 +129,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
|
|
||||||
foreach (var pawn in playerGameData.playerPawnsDict)
|
foreach (var pawn in playerGameData.playerPawnsDict)
|
||||||
{
|
{
|
||||||
botRuntimeMovementData[botType].Add(pawn.Value.PlayerId, BotMove.SafeMove);
|
botRuntimeMovementData[botType].Add(pawn.Value.PlayerId, BotMove.NoMoves);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -213,6 +213,166 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void RollDiceForPlayer(int rolledVal)
|
||||||
|
{
|
||||||
|
OnDiceRolled(rolledVal);
|
||||||
|
CheckForPlayerSwitching();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void CheckForPlayerSwitching()
|
||||||
|
{
|
||||||
|
if (canSwitchPlayer && !CanRollDiceAgain)
|
||||||
|
{
|
||||||
|
Debug.Log($"Switching player");
|
||||||
|
SwitchPlayer();
|
||||||
|
CanRollDice = true;
|
||||||
|
}
|
||||||
|
else if (botTypesInGame.Contains(currentPlayerTypeTurn) && CanRollDiceAgain)
|
||||||
|
{
|
||||||
|
Debug.Log($"RollDiceForBot");
|
||||||
|
Invoke(nameof(RollDiceForBot), 1f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void RollDiceForBot()
|
||||||
|
{
|
||||||
|
Debug.Log($"CallTest: RollDiceForBot");
|
||||||
|
|
||||||
|
OnDiceRolled(UnityEngine.Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1));
|
||||||
|
|
||||||
|
SelectPawnFromBotBase();
|
||||||
|
|
||||||
|
CheckForPlayerSwitching();
|
||||||
|
}
|
||||||
|
|
||||||
|
// TODO :: Call right after the dice is rolled with the animation
|
||||||
|
// What happens when you get a 6
|
||||||
|
private void SelectPawnFromBotBase()
|
||||||
|
{
|
||||||
|
if (availPlayers.Count() < 1 && !CanRollDiceAgain || !botTypesInGame.Contains(currentPlayerTypeTurn)) return;
|
||||||
|
|
||||||
|
Debug.Log($"CallTest: SelectPawnFromBotBase: {currentPlayerTypeTurn}");
|
||||||
|
var botPawnsDictForCurrentPlayer = botRuntimeMovementData[currentPlayerTypeTurn]; // set the data inside this dict
|
||||||
|
|
||||||
|
// check the data from the playerGameDataDict
|
||||||
|
// change playerPawnsDict to list
|
||||||
|
|
||||||
|
// only select the pawns that are active
|
||||||
|
// if no pawns have left the home select the first pawn inside the base should be selected
|
||||||
|
|
||||||
|
int savedPlayerId = -1;
|
||||||
|
PlayerPawn pawn = null;
|
||||||
|
|
||||||
|
if (availPlayers.Count() < 1 && CanRollDiceAgain) // got a 6 roll value
|
||||||
|
{
|
||||||
|
pawn = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values.FirstOrDefault(pawn => pawn.GetPlayerState() == PlayerState.InHome);
|
||||||
|
OnPawnSelected(pawn);
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// TODO :: Double check
|
||||||
|
// foreach (var key in botPawnsDictForCurrentPlayer.Keys)
|
||||||
|
// botPawnsDictForCurrentPlayer[key] = BotMove.NoMoves;
|
||||||
|
|
||||||
|
foreach (var playerPawn in availPlayers)
|
||||||
|
{
|
||||||
|
var possibleLandingIndex = playerPawn.CurrentTileIndex + diceRolledValue;
|
||||||
|
|
||||||
|
if (playerPawn.GetPlayerState() == PlayerState.HasFinished)
|
||||||
|
{
|
||||||
|
botPawnsDictForCurrentPlayer.Remove(playerPawn.PlayerId); // TODO :: Double check logic
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
int lastIndex = tilesManager.GetGeneralTilesLength() - 1;
|
||||||
|
int index = possibleLandingIndex > lastIndex ? (possibleLandingIndex - lastIndex) - 1 : possibleLandingIndex;
|
||||||
|
Tile possibleTileData = tilesManager.RetrieveTileBasedOnIndex(index);
|
||||||
|
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath || possibleLandingIndex > playerGameDatasDict[currentPlayerTypeTurn].endIndex)
|
||||||
|
{
|
||||||
|
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.FinishingPathMove;
|
||||||
|
savedPlayerId = playerPawn.PlayerId;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
else if (possibleTileData.IsSafeZone || playerPawn.GetPlayerState() == PlayerState.InHome)
|
||||||
|
{
|
||||||
|
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.SafeMove;
|
||||||
|
}
|
||||||
|
else if (possibleTileData.PlayerPawn != null)
|
||||||
|
{
|
||||||
|
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.AttackMove;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.NormalMove;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
List<int> playerIds = new List<int>();
|
||||||
|
if (savedPlayerId != -1)
|
||||||
|
{
|
||||||
|
pawn = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict[savedPlayerId]; // chances are when one of the character reaches towards the finishing point
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (botPawnsDictForCurrentPlayer.ContainsValue(BotMove.SafeMove) && botPawnsDictForCurrentPlayer.ContainsValue(BotMove.AttackMove))
|
||||||
|
{
|
||||||
|
InitPlayerIdsBasedOnState((val) => val == BotMove.AttackMove || val == BotMove.SafeMove);
|
||||||
|
|
||||||
|
savedPlayerId = playerIds[UnityEngine.Random.Range(0, playerIds.Count)];
|
||||||
|
pawn = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict[savedPlayerId];
|
||||||
|
Debug.Log($"Getting savedplayer id");
|
||||||
|
}
|
||||||
|
else if (botPawnsDictForCurrentPlayer.ContainsValue(BotMove.SafeMove))
|
||||||
|
{
|
||||||
|
InitPawnBasedOnState(BotMove.SafeMove);
|
||||||
|
Debug.Log($"Getting savedplayer id");
|
||||||
|
}
|
||||||
|
else if (botPawnsDictForCurrentPlayer.ContainsValue(BotMove.AttackMove))
|
||||||
|
{
|
||||||
|
InitPawnBasedOnState(BotMove.AttackMove);
|
||||||
|
Debug.Log($"Getting savedplayer id");
|
||||||
|
}
|
||||||
|
else if (botPawnsDictForCurrentPlayer.ContainsValue(BotMove.NormalMove))
|
||||||
|
{
|
||||||
|
InitPawnBasedOnState(BotMove.NormalMove);
|
||||||
|
Debug.Log($"Getting savedplayer id");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
OnPawnSelected(pawn);
|
||||||
|
|
||||||
|
void InitPawnBasedOnState(BotMove botMove)
|
||||||
|
{
|
||||||
|
InitPlayerIdsBasedOnState((val) => val == botMove);
|
||||||
|
ReturnPlayerWithMaxSteps(ref savedPlayerId);
|
||||||
|
pawn = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict[savedPlayerId];
|
||||||
|
}
|
||||||
|
|
||||||
|
void InitPlayerIdsBasedOnState(Predicate<BotMove> state)
|
||||||
|
{
|
||||||
|
foreach (var botPair in botPawnsDictForCurrentPlayer)
|
||||||
|
if (state.Invoke(botPair.Value))
|
||||||
|
playerIds.Add(botPair.Key);
|
||||||
|
}
|
||||||
|
|
||||||
|
void ReturnPlayerWithMaxSteps(ref int savedPlayerId)
|
||||||
|
{
|
||||||
|
int maxStepsTaken = -999;
|
||||||
|
foreach (var id in playerIds)
|
||||||
|
{
|
||||||
|
if (playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict[id].StepsTaken > maxStepsTaken)
|
||||||
|
{
|
||||||
|
maxStepsTaken = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict[id].StepsTaken;
|
||||||
|
savedPlayerId = id;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private List<PlayerPawn> availPlayers = new List<PlayerPawn>();
|
||||||
|
private bool canSwitchPlayer = false;
|
||||||
|
|
||||||
public void OnDiceRolled(int rolledVal)
|
public void OnDiceRolled(int rolledVal)
|
||||||
{
|
{
|
||||||
CanRollDice = false;
|
CanRollDice = false;
|
||||||
@ -224,6 +384,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
|
|
||||||
if (rolledVal == Ludo_3D_Constants.Max_Dice_Rolls)
|
if (rolledVal == Ludo_3D_Constants.Max_Dice_Rolls)
|
||||||
{
|
{
|
||||||
|
canSwitchPlayer = false;
|
||||||
// provide option to select a pawn from the list
|
// provide option to select a pawn from the list
|
||||||
// also play a simple animation before selecting
|
// also play a simple animation before selecting
|
||||||
EnablePlayerSelectionStates(true);
|
EnablePlayerSelectionStates(true);
|
||||||
@ -238,11 +399,15 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
else // if there are any other pawns that are in safe or moving state
|
else // if there are any other pawns that are in safe or moving state
|
||||||
{
|
{
|
||||||
// for player's logic
|
// for player's logic
|
||||||
IEnumerable<PlayerPawn> availPlayers = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values.Select(pawn => pawn)
|
availPlayers.Clear();
|
||||||
|
availPlayers = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values.Select(pawn => pawn)
|
||||||
.Where(pawn => pawn.GetPlayerState() == PlayerState.InSafeZone ||
|
.Where(pawn => pawn.GetPlayerState() == PlayerState.InSafeZone ||
|
||||||
pawn.GetPlayerState() == PlayerState.Moving ||
|
pawn.GetPlayerState() == PlayerState.Moving ||
|
||||||
pawn.GetPlayerState() == PlayerState.InFinishingPath);
|
pawn.GetPlayerState() == PlayerState.InFinishingPath).ToList();
|
||||||
|
|
||||||
|
Debug.Log($"availPlayers: {playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values.Select(pawn => pawn).Where(pawn => pawn.GetPlayerState() == PlayerState.InHome).ToList().Count}");
|
||||||
int customAvailPlayers = availPlayers.Count();
|
int customAvailPlayers = availPlayers.Count();
|
||||||
|
Debug.Log($"before CustomAvailablePlayers: {customAvailPlayers}");
|
||||||
|
|
||||||
foreach (PlayerPawn playerPawn in availPlayers)
|
foreach (PlayerPawn playerPawn in availPlayers)
|
||||||
{
|
{
|
||||||
@ -266,15 +431,11 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
|
|
||||||
// if (availPlayers.Count() < 1)
|
// if (availPlayers.Count() < 1)
|
||||||
Debug.Log($"CustomAvailablePlayers: {customAvailPlayers}");
|
Debug.Log($"CustomAvailablePlayers: {customAvailPlayers}");
|
||||||
if (customAvailPlayers < 1)
|
canSwitchPlayer = customAvailPlayers < 1;
|
||||||
{
|
|
||||||
// TODO :: Switch the player once the dice rolling has completed
|
|
||||||
SwitchPlayer();
|
|
||||||
CanRollDice = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
CanRollDiceAgain = false;
|
CanRollDiceAgain = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Debug.Log($"CanRollDiceAgain: {CanRollDiceAgain}, canSwitchPlayer: {canSwitchPlayer}");
|
||||||
}
|
}
|
||||||
|
|
||||||
private bool AreAllPawnsInFinishingPath()
|
private bool AreAllPawnsInFinishingPath()
|
||||||
@ -295,6 +456,13 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
return areAllPawnsInFinishingPath;
|
return areAllPawnsInFinishingPath;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void UpdatePlayerState(PlayerPawn playerPawn, PlayerState playerState)
|
||||||
|
{
|
||||||
|
playerGameDatasDict[playerPawn.PlayerType].playerPawnsDict[playerPawn.PlayerId] = playerPawn;
|
||||||
|
playerGameDatasDict[playerPawn.PlayerType].playerPawnsDict[playerPawn.PlayerId].SetPlayerState(playerState);
|
||||||
|
playerPawn.SetPlayerState(playerState);
|
||||||
|
}
|
||||||
|
|
||||||
public void OnPawnSelected(PlayerPawn playerPawn)
|
public void OnPawnSelected(PlayerPawn playerPawn)
|
||||||
{
|
{
|
||||||
EnablePlayerSelectionStates(false);
|
EnablePlayerSelectionStates(false);
|
||||||
@ -311,7 +479,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
onComplete: () =>
|
onComplete: () =>
|
||||||
{
|
{
|
||||||
CanRollDice = true;
|
CanRollDice = true;
|
||||||
playerPawn.SetPlayerState(PlayerState.InSafeZone);
|
UpdatePlayerState(playerPawn, PlayerState.InSafeZone);
|
||||||
}, playerGameData.startIndex);
|
}, playerGameData.startIndex);
|
||||||
|
|
||||||
return;
|
return;
|
||||||
@ -372,6 +540,8 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
|
|
||||||
private void SwitchPlayer(PlayerPawn playerPawn = null)
|
private void SwitchPlayer(PlayerPawn playerPawn = null)
|
||||||
{
|
{
|
||||||
|
Debug.Log($"CallTest: SwitchPlayer");
|
||||||
|
|
||||||
if (!CanRollDiceAgain)
|
if (!CanRollDiceAgain)
|
||||||
{
|
{
|
||||||
Debug.Log($"currentPlayerTurn: {currentPlayerTypeTurn}");
|
Debug.Log($"currentPlayerTurn: {currentPlayerTypeTurn}");
|
||||||
@ -405,67 +575,17 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
// pointerMeshRend.materials[0] = turnMat;
|
// pointerMeshRend.materials[0] = turnMat;
|
||||||
|
|
||||||
if (playerPawn)
|
if (playerPawn)
|
||||||
playerPawn.SetPlayerState(tilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex).IsSafeZone ? PlayerState.InSafeZone : PlayerState.Moving);
|
UpdatePlayerState(playerPawn, tilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex).IsSafeZone ? PlayerState.InSafeZone : PlayerState.Moving);
|
||||||
|
|
||||||
Debug.Log($"botTypesInGame.Contains(currentPlayerTypeTurn): {botTypesInGame.Contains(currentPlayerTypeTurn)}");
|
Debug.Log($"botTypesInGame.Contains(currentPlayerTypeTurn): {botTypesInGame.Contains(currentPlayerTypeTurn)}");
|
||||||
|
|
||||||
if (!CanRollDiceAgain && botTypesInGame.Contains(currentPlayerTypeTurn)) // TODO :: Double check calling of the function
|
if (botTypesInGame.Contains(currentPlayerTypeTurn)) // TODO :: Double check calling of the function
|
||||||
{
|
{
|
||||||
|
Debug.Log($"Invoking RollDiceForBot");
|
||||||
Invoke(nameof(RollDiceForBot), 1f);
|
Invoke(nameof(RollDiceForBot), 1f);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void RollDiceForBot()
|
|
||||||
{
|
|
||||||
Debug.Log($"RollDiceForBot");
|
|
||||||
|
|
||||||
OnDiceRolled(UnityEngine.Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1));
|
|
||||||
}
|
|
||||||
|
|
||||||
// TODO :: Call right after the dice is rolled with the animation
|
|
||||||
// What happens when you get a 6
|
|
||||||
private void SelectPawnFromBotBase()
|
|
||||||
{
|
|
||||||
var botPawnsDict = botRuntimeMovementData[currentPlayerTypeTurn]; // set the data inside this dict
|
|
||||||
|
|
||||||
// check the data from the playerGameDataDict
|
|
||||||
// change playerPawnsDict to list
|
|
||||||
|
|
||||||
// only select the pawns that are active
|
|
||||||
// if no pawns have left the home select the first pawn inside the base
|
|
||||||
//
|
|
||||||
foreach (var keyValuePair in playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict)
|
|
||||||
{
|
|
||||||
var playerPawn = keyValuePair.Value;
|
|
||||||
var possibleLandingIndex = playerPawn.CurrentTileIndex + diceRolledValue;
|
|
||||||
|
|
||||||
if (playerPawn.GetPlayerState() == PlayerState.HasFinished)
|
|
||||||
{
|
|
||||||
botPawnsDict.Remove(playerPawn.PlayerId); // TODO :: Double check logic
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
Tile tileData = tilesManager.RetrieveTileBasedOnIndex(possibleLandingIndex);
|
|
||||||
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath || possibleLandingIndex > playerGameDatasDict[currentPlayerTypeTurn].endIndex)
|
|
||||||
{
|
|
||||||
botPawnsDict[playerPawn.PlayerId] = BotMove.FinishingPathMove;
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
else if (tileData.IsSafeZone || playerPawn.GetPlayerState() == PlayerState.InHome)
|
|
||||||
{
|
|
||||||
botPawnsDict[playerPawn.PlayerId] = BotMove.SafeMove;
|
|
||||||
}
|
|
||||||
else if (tileData.PlayerPawn != null)
|
|
||||||
{
|
|
||||||
botPawnsDict[playerPawn.PlayerId] = BotMove.AttackMove;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
botPawnsDict[playerPawn.PlayerId] = BotMove.NormalMove;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void MoveThroughTiles(PlayerPawn playerPawn, int index, int targetIndex)
|
private void MoveThroughTiles(PlayerPawn playerPawn, int index, int targetIndex)
|
||||||
{
|
{
|
||||||
Tile nextTile = tilesManager.RetrieveTileBasedOnIndex(index);
|
Tile nextTile = tilesManager.RetrieveTileBasedOnIndex(index);
|
||||||
@ -524,8 +644,8 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
var playerBasePos = playerBaseHandler.GetPlayerBase(nextTile.PlayerPawn.PlayerType)
|
var playerBasePos = playerBaseHandler.GetPlayerBase(nextTile.PlayerPawn.PlayerType)
|
||||||
.GetBasePlacementDataPosition(nextTile.PlayerPawn.PlayerId - 1).position;
|
.GetBasePlacementDataPosition(nextTile.PlayerPawn.PlayerId - 1).position;
|
||||||
Debug.Log($"playerBasePos: {playerBasePos}");
|
Debug.Log($"playerBasePos: {playerBasePos}");
|
||||||
nextTile.PlayerPawn.transform.position = playerBasePos;
|
|
||||||
nextTile.PlayerPawn.SetPlayerState(PlayerState.InHome);
|
nextTile.PlayerPawn.MoveBackToHome(playerBasePos);
|
||||||
}
|
}
|
||||||
|
|
||||||
nextTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
|
nextTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
|
||||||
@ -597,7 +717,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
|
|
||||||
private void MoveThroughFinishingPath(PlayerPawn playerPawn, int index, int targetIndex)
|
private void MoveThroughFinishingPath(PlayerPawn playerPawn, int index, int targetIndex)
|
||||||
{
|
{
|
||||||
playerPawn.SetPlayerState(PlayerState.InFinishingPath);
|
UpdatePlayerState(playerPawn, PlayerState.InFinishingPath);
|
||||||
playerPawn.MoveToTile(
|
playerPawn.MoveToTile(
|
||||||
tilesManager.RetrievePositionForFinishingTile(currentPlayerTypeTurn, index).position,
|
tilesManager.RetrievePositionForFinishingTile(currentPlayerTypeTurn, index).position,
|
||||||
onComplete: () =>
|
onComplete: () =>
|
||||||
@ -619,7 +739,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
{
|
{
|
||||||
if (playerPawn.CurrentTileIndex == tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1)
|
if (playerPawn.CurrentTileIndex == tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1)
|
||||||
{
|
{
|
||||||
playerPawn.SetPlayerState(PlayerState.HasFinished);
|
UpdatePlayerState(playerPawn, PlayerState.HasFinished);
|
||||||
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished++;
|
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished++;
|
||||||
|
|
||||||
if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished == playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count)
|
if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished == playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count)
|
||||||
|
|||||||
@ -44,6 +44,11 @@ public class PlayerPawn : MonoBehaviour
|
|||||||
get; private set;
|
get; private set;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public int StepsTaken
|
||||||
|
{
|
||||||
|
get; private set;
|
||||||
|
}
|
||||||
|
|
||||||
public void AssignBotPlayerState(bool state)
|
public void AssignBotPlayerState(bool state)
|
||||||
{
|
{
|
||||||
IsBotPlayer = state;
|
IsBotPlayer = state;
|
||||||
@ -60,19 +65,23 @@ public class PlayerPawn : MonoBehaviour
|
|||||||
|
|
||||||
public void MoveToTile(Vector3 startingPoint, Action onComplete, int tileIndex)
|
public void MoveToTile(Vector3 startingPoint, Action onComplete, int tileIndex)
|
||||||
{
|
{
|
||||||
|
StepsTaken++;
|
||||||
CurrentTileIndex = tileIndex;
|
CurrentTileIndex = tileIndex;
|
||||||
transform.DOMove(startingPoint, 0.1f).onComplete = () => onComplete?.Invoke();
|
transform.DOMove(startingPoint, 0.5f).onComplete = () => onComplete?.Invoke();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void MoveToCustomTilePosition(Vector3 targetPoint)
|
public void MoveToCustomTilePosition(Vector3 targetPoint)
|
||||||
{
|
{
|
||||||
transform.DOMove(targetPoint, 0.1f);
|
StepsTaken++;
|
||||||
|
transform.DOMove(targetPoint, 0.5f);
|
||||||
}
|
}
|
||||||
|
|
||||||
// when he is defeated
|
// when he is defeated
|
||||||
public void MoveBackToHome()
|
public void MoveBackToHome(Vector3 pos)
|
||||||
{
|
{
|
||||||
|
transform.position = pos;
|
||||||
|
SetPlayerState(PlayerState.InHome);
|
||||||
|
StepsTaken = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
public PlayerState GetPlayerState() => playerState;
|
public PlayerState GetPlayerState() => playerState;
|
||||||
|
|||||||
@ -27,8 +27,8 @@ public class DiceRoller : MonoBehaviour
|
|||||||
|
|
||||||
private void OnDiceRolled()
|
private void OnDiceRolled()
|
||||||
{
|
{
|
||||||
int currentRolledVal = Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1);
|
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);
|
diceTestValue != 0 ? diceTestValue : Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1);
|
||||||
inputManager.SetDiceRollValue(currentRolledVal);
|
inputManager.SetDiceRollValue(currentRolledVal);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -40,7 +40,7 @@ public class InputManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
public void SetDiceRollValue(int currentRolledVal)
|
public void SetDiceRollValue(int currentRolledVal)
|
||||||
{
|
{
|
||||||
DiceRolledValue = currentRolledVal;
|
DiceRolledValue = currentRolledVal;
|
||||||
GameplayManager.OnDiceRolled(currentRolledVal);
|
GameplayManager.RollDiceForPlayer(currentRolledVal);
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@ -4,7 +4,6 @@ using System.Collections.Generic;
|
|||||||
|
|
||||||
public class SafeTile : Tile
|
public class SafeTile : Tile
|
||||||
{
|
{
|
||||||
[SerializeField] private Transform centerPlacementPoint;
|
|
||||||
[SerializeField] private Transform[] placementPoints;
|
[SerializeField] private Transform[] placementPoints;
|
||||||
|
|
||||||
protected Queue<Transform> placementQueue = new Queue<Transform>();
|
protected Queue<Transform> placementQueue = new Queue<Transform>();
|
||||||
@ -35,6 +34,7 @@ public class SafeTile : Tile
|
|||||||
playerPawns = new Dictionary<int, PlayerPawn>()
|
playerPawns = new Dictionary<int, PlayerPawn>()
|
||||||
});
|
});
|
||||||
|
|
||||||
|
Debug.Log($"tileName: {name}, playerPawn.PlayerId: {playerPawn.PlayerId}");
|
||||||
playerTypesDict[playerType].playerPawns.Add(playerPawn.PlayerId, playerPawn);
|
playerTypesDict[playerType].playerPawns.Add(playerPawn.PlayerId, playerPawn);
|
||||||
playerTypesDict[playerType].commonPlacementTransform = placementQueue.Dequeue();
|
playerTypesDict[playerType].commonPlacementTransform = placementQueue.Dequeue();
|
||||||
|
|
||||||
@ -42,6 +42,7 @@ public class SafeTile : Tile
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
Debug.Log($"tileName: {name}, playerPawn.PlayerId: {playerPawn.PlayerId}");
|
||||||
playerTypesDict[playerType].playerCount++;
|
playerTypesDict[playerType].playerCount++;
|
||||||
Debug.Log($"targetSafeTile. Adding player {playerType} {playerTypesDict[playerType].playerCount}, tileName: {name}");
|
Debug.Log($"targetSafeTile. Adding player {playerType} {playerTypesDict[playerType].playerCount}, tileName: {name}");
|
||||||
playerTypesDict[playerType].playerPawns.Add(playerPawn.PlayerId, playerPawn);
|
playerTypesDict[playerType].playerPawns.Add(playerPawn.PlayerId, playerPawn);
|
||||||
|
|||||||
@ -19,10 +19,11 @@ public class PlayerTileData
|
|||||||
public class Tile : MonoBehaviour
|
public class Tile : MonoBehaviour
|
||||||
{
|
{
|
||||||
[SerializeField] protected bool isSafeZone = false;
|
[SerializeField] protected bool isSafeZone = false;
|
||||||
|
[SerializeField] protected Transform centeredPoint;
|
||||||
|
|
||||||
public bool IsSafeZone => isSafeZone;
|
public bool IsSafeZone => isSafeZone;
|
||||||
|
|
||||||
public Vector3 CenterPlacementPosition => new Vector3(transform.position.x, 1f, transform.position.z);
|
public Vector3 CenterPlacementPosition => centeredPoint.position;
|
||||||
|
|
||||||
protected int lastOccupiedIndex = 0;
|
protected int lastOccupiedIndex = 0;
|
||||||
|
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user