Restrict Dice roll interaction
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fc4aeda01c
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@ -1,6 +1,7 @@
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using System;
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using System;
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using System.Collections;
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using System.Collections;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.UI;
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public class DiceView : MonoBehaviour, IBase
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public class DiceView : MonoBehaviour, IBase
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{
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{
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@ -10,6 +11,7 @@ public class DiceView : MonoBehaviour, IBase
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[SerializeField] private DiceSide[] diceSides;
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[SerializeField] private DiceSide[] diceSides;
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[SerializeField] private float sideValueTime = 1.2f;
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[SerializeField] private float sideValueTime = 1.2f;
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[SerializeField] private Vector3 startPos = new Vector3(0, 20, 0);
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[SerializeField] private Vector3 startPos = new Vector3(0, 20, 0);
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[SerializeField] private Button diceButton;
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[Header("Physics Randomness")]
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[Header("Physics Randomness")]
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[SerializeField] private float baseSpinForce = 900f;
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[SerializeField] private float baseSpinForce = 900f;
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@ -102,6 +104,12 @@ public class DiceView : MonoBehaviour, IBase
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rolling = false;
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rolling = false;
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}
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}
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public void SetDiceButtonInteraction(bool status)
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{
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diceButton.interactable = status;
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}
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public void ResetOnSessionEnd()
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public void ResetOnSessionEnd()
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{
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{
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ResetDice();
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ResetDice();
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@ -240,6 +240,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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playerBaseHandler.ShowSelectedPlayerBase(currentPlayerTypeTurn, false);
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playerBaseHandler.ShowSelectedPlayerBase(currentPlayerTypeTurn, false);
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currentPlayerTypeTurn = playerType;
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currentPlayerTypeTurn = playerType;
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playerBaseHandler.ShowSelectedPlayerBase(currentPlayerTypeTurn, true);
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playerBaseHandler.ShowSelectedPlayerBase(currentPlayerTypeTurn, true);
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diceRollHandler.DiceView.SetDiceButtonInteraction(true);
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UpdateTurnTimer();
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UpdateTurnTimer();
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}
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}
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@ -573,6 +574,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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public void OnDiceRolled(int rolledVal)
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public void OnDiceRolled(int rolledVal)
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{
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{
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SetCanRollDiceForUser(false);
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SetCanRollDiceForUser(false);
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diceRollHandler.DiceView.SetDiceButtonInteraction(false);
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// add core dice logic here
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// add core dice logic here
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Debug.Log($"Tile Index :: LUDO :: rolledVal: {rolledVal} :: {currentPlayerTypeTurn}");
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Debug.Log($"Tile Index :: LUDO :: rolledVal: {rolledVal} :: {currentPlayerTypeTurn}");
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