Bug fixes, added logic for multiple pawns in safe node.
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@ -3250,6 +3282,10 @@ PrefabInstance:
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propertyPath: m_Name
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value: Player3Mesh (1)
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propertyPath: m_RootOrder
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value: 1
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@ -3614,24 +3650,28 @@ MonoBehaviour:
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endIndex: 46
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playersParent: {fileID: 1373272158}
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playersParent: {fileID: 1373272158}
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playerPawns: []
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playerPawns: []
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totalPawnsFinished: 0
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- playerType: 1
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- playerType: 1
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playerCornerEntity: {fileID: 241691679}
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playerCornerEntity: {fileID: 241691679}
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startIndex: 12
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endIndex: 10
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endIndex: 10
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playersParent: {fileID: 1841959051}
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playersParent: {fileID: 1841959051}
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playerPawns: []
|
playerPawns: []
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|
totalPawnsFinished: 0
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- playerType: 2
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- playerType: 2
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playerCornerEntity: {fileID: 987201643}
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playerCornerEntity: {fileID: 987201643}
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startIndex: 24
|
startIndex: 24
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endIndex: 22
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endIndex: 22
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playersParent: {fileID: 1934858463}
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playersParent: {fileID: 1934858463}
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playerPawns: []
|
playerPawns: []
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|
totalPawnsFinished: 0
|
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- playerType: 3
|
- playerType: 3
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playerCornerEntity: {fileID: 1251876826}
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playerCornerEntity: {fileID: 1251876826}
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startIndex: 36
|
startIndex: 36
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endIndex: 34
|
endIndex: 34
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playersParent: {fileID: 1094154913}
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playersParent: {fileID: 1094154913}
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playerPawns: []
|
playerPawns: []
|
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|
totalPawnsFinished: 0
|
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--- !u!1001 &923111009
|
--- !u!1001 &923111009
|
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PrefabInstance:
|
PrefabInstance:
|
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -3767,6 +3807,10 @@ PrefabInstance:
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propertyPath: m_Name
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propertyPath: m_Name
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value: Player1Mesh (3)
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value: Player1Mesh (3)
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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- target: {fileID: 7993275380040288456, guid: 9ae10e3fa7db64f47af31a5f0ebbecdc, type: 3}
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objectReference: {fileID: 0}
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- target: {fileID: 7993275380040288459, guid: 9ae10e3fa7db64f47af31a5f0ebbecdc, type: 3}
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propertyPath: m_RootOrder
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propertyPath: m_RootOrder
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value: 3
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value: 3
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@ -4504,6 +4548,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: f06aabb5d8a9f441e99482ccf020f10c, type: 3}
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m_Script: {fileID: 11500000, guid: f06aabb5d8a9f441e99482ccf020f10c, type: 3}
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m_Name:
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m_Name:
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m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
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|
diceTestValue: 6
|
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--- !u!1001 &1041368837
|
--- !u!1001 &1041368837
|
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PrefabInstance:
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PrefabInstance:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -4573,6 +4618,10 @@ PrefabInstance:
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m_Modification:
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m_Modification:
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m_TransformParent: {fileID: 868479585}
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propertyPath: m_RootOrder
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value: 36
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value: 36
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@ -5011,6 +5060,10 @@ PrefabInstance:
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m_TransformParent: {fileID: 868479585}
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propertyPath: m_RootOrder
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@ -5800,6 +5853,10 @@ PrefabInstance:
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propertyPath: m_Name
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propertyPath: m_Name
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value: Player4Mesh (1)
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value: Player4Mesh (1)
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objectReference: {fileID: 0}
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propertyPath: m_RootOrder
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propertyPath: m_RootOrder
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value: 1
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value: 1
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@ -5862,6 +5919,10 @@ PrefabInstance:
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propertyPath: m_Name
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propertyPath: m_Name
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value: Player2Mesh (1)
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value: Player2Mesh (1)
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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propertyPath: m_RootOrder
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propertyPath: m_RootOrder
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value: 1
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value: 1
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@ -6715,6 +6776,10 @@ PrefabInstance:
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m_TransformParent: {fileID: 868479585}
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m_TransformParent: {fileID: 868479585}
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propertyPath: m_RootOrder
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propertyPath: m_RootOrder
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value: 31
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@ -6792,6 +6857,10 @@ PrefabInstance:
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propertyPath: m_Name
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value: Player4Mesh (2)
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value: Player4Mesh (2)
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propertyPath: m_RootOrder
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propertyPath: m_RootOrder
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value: 2
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value: 2
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@ -7176,6 +7245,10 @@ PrefabInstance:
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propertyPath: m_Name
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value: Player2Mesh (3)
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value: Player2Mesh (3)
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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propertyPath: m_RootOrder
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propertyPath: m_RootOrder
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value: 3
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value: 3
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propertyPath: m_RootOrder
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value: 43
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@ -7521,6 +7598,10 @@ PrefabInstance:
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propertyPath: m_Name
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value: Player4Mesh (3)
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value: Player4Mesh (3)
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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propertyPath: m_RootOrder
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propertyPath: m_RootOrder
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value: 3
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value: 3
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||||||
|
|||||||
@ -1,3 +1,4 @@
|
|||||||
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
@ -19,6 +20,7 @@ public class PlayerGameData
|
|||||||
public int endIndex;
|
public int endIndex;
|
||||||
public Transform playersParent;
|
public Transform playersParent;
|
||||||
public List<PlayerPawn> playerPawns;
|
public List<PlayerPawn> playerPawns;
|
||||||
|
public int totalPawnsFinished = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||||
@ -30,7 +32,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
|
|
||||||
[SerializeField] private PlayerGameData[] playerGameDatas;
|
[SerializeField] private PlayerGameData[] playerGameDatas;
|
||||||
|
|
||||||
private PlayerTypes currentPlayerTurn;
|
private PlayerTypes currentPlayerTypeTurn;
|
||||||
private int currentPlayerTurnIndex = 0;
|
private int currentPlayerTurnIndex = 0;
|
||||||
private List<PlayerTypes> playerTypes = new List<PlayerTypes>();
|
private List<PlayerTypes> playerTypes = new List<PlayerTypes>();
|
||||||
|
|
||||||
@ -47,7 +49,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
get; private set;
|
get; private set;
|
||||||
}
|
}
|
||||||
|
|
||||||
private bool HasRolledSix = false;
|
private bool CanRollDiceAgain = false; // used for when you get a 6 or when you reach the finish point
|
||||||
|
|
||||||
public void Initialize()
|
public void Initialize()
|
||||||
{
|
{
|
||||||
@ -60,14 +62,14 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
|
|
||||||
CanRollDice = true;
|
CanRollDice = true;
|
||||||
InitCurrentGamePlayerInfo(
|
InitCurrentGamePlayerInfo(
|
||||||
new List<PlayerTypes> { PlayerTypes.Player1, PlayerTypes.Player2, PlayerTypes.Player3, PlayerTypes.Player4 });
|
new List<PlayerTypes> { PlayerTypes.Player1, PlayerTypes.Player3 });
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO :: Call based on 2P/3P/4P
|
// TODO :: Call based on 2P/3P/4P
|
||||||
public void InitCurrentGamePlayerInfo(List<PlayerTypes> playerTypes)
|
public void InitCurrentGamePlayerInfo(List<PlayerTypes> playerTypes)
|
||||||
{
|
{
|
||||||
this.playerTypes = playerTypes;
|
this.playerTypes = playerTypes;
|
||||||
currentPlayerTurn = playerTypes[currentPlayerTurnIndex];
|
currentPlayerTypeTurn = playerTypes[currentPlayerTurnIndex];
|
||||||
|
|
||||||
// initialize the board based on the player types
|
// initialize the board based on the player types
|
||||||
foreach (PlayerGameData playerGameData in playerGameDatas)
|
foreach (PlayerGameData playerGameData in playerGameDatas)
|
||||||
@ -83,6 +85,8 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
playerGameDatasDict[playerGameData.playerType].playerPawns = new List<PlayerPawn>();
|
playerGameDatasDict[playerGameData.playerType].playerPawns = new List<PlayerPawn>();
|
||||||
foreach (Transform playerPawnChild in playerGameData.playersParent)
|
foreach (Transform playerPawnChild in playerGameData.playersParent)
|
||||||
{
|
{
|
||||||
|
if (!playerPawnChild.gameObject.activeInHierarchy) continue;
|
||||||
|
|
||||||
playerGameDatasDict[playerGameData.playerType].playerPawns.Add(playerPawnChild.GetComponent<PlayerPawn>());
|
playerGameDatasDict[playerGameData.playerType].playerPawns.Add(playerPawnChild.GetComponent<PlayerPawn>());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -91,7 +95,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
|
|
||||||
public void EnablePlayerSelectionStates(bool state)
|
public void EnablePlayerSelectionStates(bool state)
|
||||||
{
|
{
|
||||||
foreach (PlayerPawn playerPawn in playerGameDatasDict[currentPlayerTurn].playerPawns)
|
foreach (PlayerPawn playerPawn in playerGameDatasDict[currentPlayerTypeTurn].playerPawns)
|
||||||
{
|
{
|
||||||
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath) continue;
|
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath) continue;
|
||||||
|
|
||||||
@ -104,7 +108,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
CanRollDice = false;
|
CanRollDice = false;
|
||||||
|
|
||||||
// add core dice logic here
|
// add core dice logic here
|
||||||
Debug.Log($"LUDO :: rolledVal: {rolledVal}");
|
Debug.Log($"Tile Index :: LUDO :: rolledVal: {rolledVal} :: {currentPlayerTypeTurn}");
|
||||||
diceRolledValue = rolledVal;
|
diceRolledValue = rolledVal;
|
||||||
|
|
||||||
if (rolledVal == Ludo_3D_Constants.Max_Dice_Rolls)
|
if (rolledVal == Ludo_3D_Constants.Max_Dice_Rolls)
|
||||||
@ -113,7 +117,23 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
// also play a simple animation before selecting
|
// also play a simple animation before selecting
|
||||||
EnablePlayerSelectionStates(true);
|
EnablePlayerSelectionStates(true);
|
||||||
|
|
||||||
HasRolledSix = true;
|
CanRollDiceAgain = true;
|
||||||
|
|
||||||
|
bool AreAllPawnsInFinishingPath = false;
|
||||||
|
foreach (var pawn in playerGameDatasDict[currentPlayerTypeTurn].playerPawns)
|
||||||
|
{
|
||||||
|
if (pawn.GetPlayerState() == PlayerState.InFinishingPath && pawn.GetPlayerState() != PlayerState.HasFinished)
|
||||||
|
{
|
||||||
|
AreAllPawnsInFinishingPath = true;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
AreAllPawnsInFinishingPath = false;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (AreAllPawnsInFinishingPath)
|
||||||
|
CanRollDice = true;
|
||||||
|
|
||||||
pointerMeshRend.material = selectMat;
|
pointerMeshRend.material = selectMat;
|
||||||
// pointerMeshRend.materials[0] = selectMat;
|
// pointerMeshRend.materials[0] = selectMat;
|
||||||
@ -121,33 +141,41 @@ 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[currentPlayerTurn].playerPawns.Select(pawn => pawn)
|
IEnumerable<PlayerPawn> availPlayers = playerGameDatasDict[currentPlayerTypeTurn].playerPawns.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);
|
||||||
|
int customAvailPlayers = availPlayers.Count();
|
||||||
|
|
||||||
foreach (PlayerPawn playerPawn in availPlayers)
|
foreach (PlayerPawn playerPawn in availPlayers)
|
||||||
{
|
{
|
||||||
Debug.Log($"## playerPawn.GetPlayerState(): {playerPawn.GetPlayerState()}");
|
Debug.Log($"## playerPawn.GetPlayerState(): {playerPawn.GetPlayerState()}");
|
||||||
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath)
|
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath)
|
||||||
{
|
{
|
||||||
// TODO :: if rolled dice value <= rem tiles to complete in finishing path
|
if (diceRolledValue <= tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - (playerPawn.CurrentTileIndex + 1))
|
||||||
// TODO :: playerPawn.SetPlayerSelectionState(true);
|
|
||||||
// if (diceRolledValue < 6 - playerPawn.CurrentTileIndex) // TODO :: Change hardcoded value
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
{
|
||||||
playerPawn.SetPlayerSelectionState(true);
|
playerPawn.SetPlayerSelectionState(true);
|
||||||
}
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
customAvailPlayers--;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (availPlayers.Count() < 1)
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
playerPawn.SetPlayerSelectionState(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
// if (availPlayers.Count() < 1)
|
||||||
|
Debug.Log($"CustomAvailablePlayers: {customAvailPlayers}");
|
||||||
|
if (customAvailPlayers < 1)
|
||||||
{
|
{
|
||||||
SwitchPlayer();
|
SwitchPlayer();
|
||||||
CanRollDice = true;
|
CanRollDice = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
HasRolledSix = false;
|
CanRollDiceAgain = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -155,7 +183,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
{
|
{
|
||||||
EnablePlayerSelectionStates(false);
|
EnablePlayerSelectionStates(false);
|
||||||
|
|
||||||
PlayerGameData playerGameData = playerGameDatasDict[currentPlayerTurn];
|
PlayerGameData playerGameData = playerGameDatasDict[currentPlayerTypeTurn];
|
||||||
|
|
||||||
if (playerPawn.GetPlayerState() == PlayerState.InHome)
|
if (playerPawn.GetPlayerState() == PlayerState.InHome)
|
||||||
{
|
{
|
||||||
@ -169,91 +197,222 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
else if (playerPawn.GetPlayerState() == PlayerState.InSafeZone || playerPawn.GetPlayerState() == PlayerState.Moving
|
else if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath
|
||||||
|| playerPawn.GetPlayerState() == PlayerState.InFinishingPath)
|
|| playerPawn.CurrentTileIndex == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
|
||||||
|
{
|
||||||
|
int finishingPathIndex = GetNextFinishingTileIndex(playerPawn);
|
||||||
|
int targetIdx = finishingPathIndex + diceRolledValue > tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1 ?
|
||||||
|
tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1 : finishingPathIndex + diceRolledValue;
|
||||||
|
|
||||||
|
Debug.Log($"TargetIdx: {targetIdx}");
|
||||||
|
MoveThroughFinishingPath(playerPawn, finishingPathIndex, targetIdx);
|
||||||
|
}
|
||||||
|
else if (playerPawn.GetPlayerState() == PlayerState.InSafeZone || playerPawn.GetPlayerState() == PlayerState.Moving)
|
||||||
{
|
{
|
||||||
// move based on the dice value
|
// move based on the dice value
|
||||||
|
Debug.Log($"Tile Index :: currentTileIndex: {playerPawn.CurrentTileIndex}");
|
||||||
|
int nextTileIdx = GetNextGeneralTileIndex(playerPawn);
|
||||||
|
int targetIdx = playerPawn.CurrentTileIndex + diceRolledValue;
|
||||||
|
|
||||||
MoveThroughTiles(playerPawn, playerPawn.CurrentTileIndex + 1, targetIndex: playerPawn.CurrentTileIndex + diceRolledValue);
|
if (nextTileIdx == 0)
|
||||||
|
targetIdx = targetIdx - playerPawn.CurrentTileIndex;
|
||||||
|
|
||||||
|
Tile currentSittingTile = tilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex);
|
||||||
|
if (currentSittingTile.IsSafeZone)
|
||||||
|
{
|
||||||
|
currentSittingTile.UpdateSafeZonePlayerData(currentPlayerTypeTurn);
|
||||||
|
}
|
||||||
|
|
||||||
|
MoveThroughTiles(playerPawn, nextTileIdx, targetIndex: targetIdx);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void SwitchPlayer()
|
private int GetNextGeneralTileIndex(PlayerPawn playerPawn)
|
||||||
{
|
{
|
||||||
if (!HasRolledSix)
|
return playerPawn.CurrentTileIndex == tilesManager.GetGeneralTilesLength() - 1 ? 0 : playerPawn.CurrentTileIndex + 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
private int GetNextFinishingTileIndex(PlayerPawn playerPawn)
|
||||||
{
|
{
|
||||||
if (currentPlayerTurn == playerTypes[playerTypes.Count - 1])
|
return playerPawn.CurrentTileIndex > tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1 ? 0 : playerPawn.CurrentTileIndex + 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SwitchPlayer(PlayerPawn playerPawn = null)
|
||||||
|
{
|
||||||
|
if (!CanRollDiceAgain)
|
||||||
|
{
|
||||||
|
Debug.Log($"currentPlayerTurn: {currentPlayerTypeTurn}");
|
||||||
|
Debug.Log($"currentPlayerTurnIndex: {currentPlayerTurnIndex}");
|
||||||
|
|
||||||
|
if (playerTypes.Count == 1)
|
||||||
|
{
|
||||||
|
Debug.LogError($"GAME IS OVER");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (currentPlayerTypeTurn == playerTypes[playerTypes.Count - 1])
|
||||||
{
|
{
|
||||||
currentPlayerTurnIndex = 0;
|
currentPlayerTurnIndex = 0;
|
||||||
currentPlayerTurn = playerTypes[currentPlayerTurnIndex];
|
currentPlayerTypeTurn = playerTypes[currentPlayerTurnIndex];
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
currentPlayerTurnIndex++;
|
currentPlayerTurnIndex++;
|
||||||
currentPlayerTurn = playerTypes[currentPlayerTurnIndex];
|
currentPlayerTypeTurn = playerTypes[currentPlayerTurnIndex];
|
||||||
Debug.Log($"currentPlayerTurn: {currentPlayerTurn}");
|
|
||||||
Debug.Log($"currentPlayerTurnIndex: {currentPlayerTurnIndex}");
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
var tempPos = playerGameDatasDict[currentPlayerTurn].playerCornerEntity.transform.position;
|
var tempPos = playerGameDatasDict[currentPlayerTypeTurn].playerCornerEntity.transform.position;
|
||||||
pointerDebug.position = new Vector3(tempPos.x, 3f, tempPos.z);
|
pointerDebug.position = new Vector3(tempPos.x, 3f, tempPos.z);
|
||||||
|
|
||||||
pointerMeshRend.material = turnMat;
|
pointerMeshRend.material = turnMat;
|
||||||
// pointerMeshRend.materials[0] = turnMat;
|
// pointerMeshRend.materials[0] = turnMat;
|
||||||
|
|
||||||
|
if (playerPawn)
|
||||||
|
playerPawn.SetPlayerState(tilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex).IsSafeZone ? PlayerState.InSafeZone : PlayerState.Moving);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void MoveThroughTiles(PlayerPawn playerPawn, int index, int targetIndex)
|
private void MoveThroughTiles(PlayerPawn playerPawn, int index, int targetIndex)
|
||||||
{
|
{
|
||||||
Tile tile = tilesManager.RetrieveTileBasedOnIndex(index);
|
Debug.Log($"Tile Index :: nextIndex: {index}, targetIndex: {targetIndex}");
|
||||||
playerPawn.MoveToTile(
|
|
||||||
tilesManager.RetrieveTileBasedOnIndex(index).transform.position,
|
Tile nextTile = tilesManager.RetrieveTileBasedOnIndex(index);
|
||||||
onComplete: () =>
|
Vector3 targetPosition = tilesManager.RetrieveTileBasedOnIndex(index).CenterPlacementPosition;
|
||||||
|
|
||||||
|
if (index == targetIndex) // is next index the targetIndex
|
||||||
{
|
{
|
||||||
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath || index == playerGameDatasDict[currentPlayerTurn].endIndex)
|
Tile targetTile = tilesManager.RetrieveTileBasedOnIndex(targetIndex);
|
||||||
|
if (targetTile.IsSafeZone)
|
||||||
{
|
{
|
||||||
// MoveThroughTiles(playerPawn, index, targetIndex);
|
if (targetTile.PlayerTypesCount == 1)
|
||||||
Debug.Log($"IsMovingThroughFinishingPath({currentPlayerTurn}): {index + 1} :: {playerGameDatasDict[currentPlayerTurn].endIndex}");
|
{
|
||||||
MoveThroughFinishingPath(playerPawn, 0, targetIndex - index);
|
if (!targetTile.ContainsPlayerType(currentPlayerTypeTurn)) // means it is a new player type, the second one
|
||||||
|
{
|
||||||
|
PlayerTypes initialPlayerType = targetTile.GetFirstPlayerType();
|
||||||
|
var playerPawnsCount = targetTile.GetPlayerPawnsCountInTile(initialPlayerType);
|
||||||
|
|
||||||
|
// rearrange already existing player from center position to it's saved transform
|
||||||
|
for (int idx = 0; idx < playerPawnsCount; idx++)
|
||||||
|
{
|
||||||
|
targetTile.IterateAndGetPlayerPawn(initialPlayerType, idx).MoveToTileSubPosition(targetTile.GetPlacementPoint(initialPlayerType).position);
|
||||||
}
|
}
|
||||||
else if (index + 1 <= targetIndex)
|
|
||||||
{
|
targetTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
|
||||||
MoveThroughTiles(playerPawn, index + 1, targetIndex);
|
targetPosition = targetTile.GetPlacementPoint(currentPlayerTypeTurn).position;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
if (tile.PlayerPawn != null)
|
targetPosition = targetTile.CenterPlacementPosition;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
{
|
{
|
||||||
// send this pawn back to base
|
// TODO :: Check the data if it's consistent
|
||||||
|
if (!targetTile.ContainsPlayerType(currentPlayerTypeTurn))
|
||||||
|
{
|
||||||
|
targetTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
|
||||||
|
targetPosition = targetTile.GetPlacementPoint(currentPlayerTypeTurn).position;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
targetPosition = targetTile.GetPlacementPoint(currentPlayerTypeTurn).position;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
tile.InitPlayerPawn(playerPawn);
|
// TODO :: Introduce a swapping mechanism
|
||||||
SwitchPlayer();
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// TODO :: Move code to onComplete callback
|
||||||
|
if (targetTile.PlayerPawn != null) // TODO :: Improve this logic, use a collection
|
||||||
|
{
|
||||||
|
// TODO :: send this pawn back to base
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
playerPawn.MoveToTile(
|
||||||
|
targetPosition,
|
||||||
|
onComplete: () =>
|
||||||
|
{
|
||||||
|
diceRolledValue--;
|
||||||
|
if (diceRolledValue > 0)
|
||||||
|
{
|
||||||
|
int nextTileIndex = GetNextGeneralTileIndex(playerPawn);
|
||||||
|
|
||||||
|
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath || index == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
|
||||||
|
{
|
||||||
|
// MoveThroughTiles(playerPawn, index, targetIndex);
|
||||||
|
Debug.Log($"TargetIdx: {targetIndex - index}");
|
||||||
|
MoveThroughFinishingPath(playerPawn, 0, targetIndex - index);
|
||||||
|
}
|
||||||
|
else if (nextTileIndex <= targetIndex)
|
||||||
|
{
|
||||||
|
if (nextTileIndex == 0)
|
||||||
|
targetIndex = targetIndex - playerPawn.CurrentTileIndex;
|
||||||
|
|
||||||
|
MoveThroughTiles(playerPawn, nextTileIndex, targetIndex);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
nextTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
|
||||||
|
SwitchPlayer(playerPawn);
|
||||||
|
CanRollDice = true;
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
index);
|
index);
|
||||||
|
|
||||||
CanRollDice = true;
|
|
||||||
playerPawn.SetPlayerState(tilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex).IsSafeZone ? PlayerState.InSafeZone : PlayerState.Moving);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void MoveThroughFinishingPath(PlayerPawn playerPawn, int index, int targetIndex)
|
private void MoveThroughFinishingPath(PlayerPawn playerPawn, int index, int targetIndex)
|
||||||
{
|
{
|
||||||
playerPawn.SetPlayerState(PlayerState.InFinishingPath);
|
playerPawn.SetPlayerState(PlayerState.InFinishingPath);
|
||||||
playerPawn.MoveToTile(
|
playerPawn.MoveToTile(
|
||||||
tilesManager.RetrievePositionForFinishingTile(currentPlayerTurn, index).position,
|
tilesManager.RetrievePositionForFinishingTile(currentPlayerTypeTurn, index).position,
|
||||||
onComplete: () =>
|
onComplete: () =>
|
||||||
{
|
{
|
||||||
Debug.Log($"index: {index}, targetIndex: {targetIndex}");
|
diceRolledValue--;
|
||||||
if (index + 1 < targetIndex)
|
|
||||||
|
Debug.Log($"DiceRolledValue: {diceRolledValue}");
|
||||||
|
if (diceRolledValue > 0)
|
||||||
|
{
|
||||||
|
int tileIndex = GetNextFinishingTileIndex(playerPawn);
|
||||||
|
Debug.Log($"tileIndex: {tileIndex}, targetIndex: {targetIndex}");
|
||||||
|
if (tileIndex <= targetIndex)
|
||||||
{
|
{
|
||||||
// MoveThroughTiles(playerPawn, index, targetIndex);
|
// MoveThroughTiles(playerPawn, index, targetIndex);
|
||||||
MoveThroughFinishingPath(playerPawn, index + 1, targetIndex);
|
MoveThroughFinishingPath(playerPawn, tileIndex, targetIndex);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (playerPawn.CurrentTileIndex == tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1)
|
||||||
|
{
|
||||||
|
playerPawn.SetPlayerState(PlayerState.HasFinished);
|
||||||
|
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished++;
|
||||||
|
|
||||||
|
if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished == playerGameDatasDict[currentPlayerTypeTurn].playerPawns.Count)
|
||||||
|
{
|
||||||
|
CanRollDiceAgain = false;
|
||||||
|
|
||||||
|
SwitchPlayer();
|
||||||
|
if (playerTypes.Contains(currentPlayerTypeTurn))
|
||||||
|
playerTypes.Remove(currentPlayerTypeTurn);
|
||||||
|
|
||||||
|
Debug.Log($"PlayerTypes: {playerTypes.Count}");
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
CanRollDiceAgain = true;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
SwitchPlayer();
|
SwitchPlayer();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
CanRollDice = true;
|
||||||
|
}
|
||||||
},
|
},
|
||||||
index);
|
index);
|
||||||
}
|
}
|
||||||
|
|||||||
@ -32,9 +32,9 @@ public class PlayerPawn : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void CheckCurrentTileIndex(int maxTiles)
|
public void SetCurrentTileIndex(int tileIndex)
|
||||||
{
|
{
|
||||||
CurrentTileIndex = CurrentTileIndex == maxTiles ? 0 : CurrentTileIndex;
|
CurrentTileIndex = tileIndex;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void MoveToTile(Vector3 startingPoint, Action onComplete, int tileIndex)
|
public void MoveToTile(Vector3 startingPoint, Action onComplete, int tileIndex)
|
||||||
@ -43,6 +43,11 @@ public class PlayerPawn : MonoBehaviour
|
|||||||
transform.DOMove(startingPoint, 0.1f).onComplete = () => onComplete?.Invoke();
|
transform.DOMove(startingPoint, 0.1f).onComplete = () => onComplete?.Invoke();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void MoveToTileSubPosition(Vector3 targetPoint)
|
||||||
|
{
|
||||||
|
transform.DOMove(targetPoint, 0.1f);
|
||||||
|
}
|
||||||
|
|
||||||
// when he is defeated
|
// when he is defeated
|
||||||
public void MoveBackToHome()
|
public void MoveBackToHome()
|
||||||
{
|
{
|
||||||
|
|||||||
@ -4,6 +4,8 @@ using UnityEngine;
|
|||||||
|
|
||||||
public class DiceRoller : MonoBehaviour
|
public class DiceRoller : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
[SerializeField] private int diceTestValue = 0;
|
||||||
|
|
||||||
private InputManager inputManager;
|
private InputManager inputManager;
|
||||||
|
|
||||||
private void OnMouseDown()
|
private void OnMouseDown()
|
||||||
@ -14,9 +16,18 @@ public class DiceRoller : MonoBehaviour
|
|||||||
OnDiceRolled();
|
OnDiceRolled();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
inputManager = inputManager == null ? InterfaceManager.Instance?.GetInterfaceInstance<InputManager>() : inputManager;
|
||||||
|
if (!inputManager.GameplayManager.CanRollDice) return;
|
||||||
|
|
||||||
|
if (Input.GetKeyDown(KeyCode.Space))
|
||||||
|
OnDiceRolled();
|
||||||
|
}
|
||||||
|
|
||||||
private void OnDiceRolled()
|
private void OnDiceRolled()
|
||||||
{
|
{
|
||||||
int currentRolledVal = Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1);
|
int currentRolledVal = diceTestValue != 0 ? diceTestValue : Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1);
|
||||||
inputManager.SetDiceRollValue(currentRolledVal);
|
inputManager.SetDiceRollValue(currentRolledVal);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -1,17 +1,106 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
|
[System.Serializable]
|
||||||
|
public class PlayerTileData
|
||||||
|
{
|
||||||
|
public int playerCount;
|
||||||
|
public Transform placementTransform;
|
||||||
|
public List<PlayerPawn> playerPawns;
|
||||||
|
}
|
||||||
|
|
||||||
public class Tile : MonoBehaviour
|
public class Tile : MonoBehaviour
|
||||||
{
|
{
|
||||||
[SerializeField] private bool isSafeZone = false;
|
[SerializeField] private bool isSafeZone = false;
|
||||||
public PlayerPawn PlayerPawn
|
[SerializeField] private Transform centerPlacementPoint;
|
||||||
|
[SerializeField] private Transform[] placementPoints;
|
||||||
|
|
||||||
|
private int lastOccupiedIndex = 0;
|
||||||
|
|
||||||
|
public PlayerPawn PlayerPawn // Change implementation
|
||||||
{
|
{
|
||||||
get; private set;
|
get; private set;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private Queue<Transform> placementQueue = new Queue<Transform>();
|
||||||
|
private Dictionary<PlayerTypes, PlayerTileData> playerTypesDict;
|
||||||
|
|
||||||
|
public int PlayerTypesCount => playerTypesDict.Count;
|
||||||
|
public bool HasMoreThanOnePlayerType => playerTypesDict.Count > 1;
|
||||||
public bool IsSafeZone => isSafeZone;
|
public bool IsSafeZone => isSafeZone;
|
||||||
|
|
||||||
public void InitPlayerPawn(PlayerPawn playerPawn)
|
public Vector3 CenterPlacementPosition => centerPlacementPoint.position;
|
||||||
|
|
||||||
|
public bool ContainsPlayerType(PlayerTypes playerType) => playerTypesDict.ContainsKey(playerType);
|
||||||
|
|
||||||
|
public void Init(int playerTypesCount)
|
||||||
|
{
|
||||||
|
if (isSafeZone)
|
||||||
|
{
|
||||||
|
playerTypesDict = new Dictionary<PlayerTypes, PlayerTileData>();
|
||||||
|
foreach (var placement in placementPoints)
|
||||||
|
{
|
||||||
|
placementQueue.Enqueue(placement);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void InitPlayerPawn(PlayerPawn playerPawn, PlayerTypes playerType)
|
||||||
{
|
{
|
||||||
PlayerPawn = playerPawn;
|
PlayerPawn = playerPawn;
|
||||||
|
if (isSafeZone)
|
||||||
|
{
|
||||||
|
if (!playerTypesDict.ContainsKey(playerType))
|
||||||
|
{
|
||||||
|
playerTypesDict.Add(
|
||||||
|
playerType,
|
||||||
|
new PlayerTileData { playerCount = 1, placementTransform = placementQueue.Dequeue(), // TODO :: Change indexing logic
|
||||||
|
playerPawns = new List<PlayerPawn> { playerPawn }
|
||||||
|
});
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
playerTypesDict[playerType].playerCount++;
|
||||||
|
playerTypesDict[playerType].playerPawns.Add(playerPawn);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void UpdateSafeZonePlayerData(PlayerTypes playerType)
|
||||||
|
{
|
||||||
|
if (!IsSafeZone) return;
|
||||||
|
|
||||||
|
if (playerTypesDict.ContainsKey(playerType))
|
||||||
|
{
|
||||||
|
if (playerTypesDict[playerType].playerCount > 0)
|
||||||
|
{
|
||||||
|
playerTypesDict[playerType].playerCount--;
|
||||||
|
playerTypesDict[playerType].playerPawns.RemoveAt(playerTypesDict[playerType].playerPawns.Count - 1);
|
||||||
|
if (playerTypesDict[playerType].playerCount == 0)
|
||||||
|
{
|
||||||
|
placementQueue.Enqueue(playerTypesDict[playerType].placementTransform);
|
||||||
|
playerTypesDict.Remove(playerType);
|
||||||
|
lastOccupiedIndex--;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public PlayerTypes GetFirstPlayerType() => playerTypesDict.Keys.FirstOrDefault();
|
||||||
|
|
||||||
|
public int GetPlayerPawnsCountInTile(PlayerTypes playerType)
|
||||||
|
{
|
||||||
|
return playerTypesDict[playerType].playerPawns.Count;
|
||||||
|
}
|
||||||
|
|
||||||
|
public PlayerPawn IterateAndGetPlayerPawn(PlayerTypes playerType, int index)
|
||||||
|
{
|
||||||
|
return playerTypesDict[playerType].playerPawns[index];
|
||||||
|
}
|
||||||
|
|
||||||
|
public Transform GetPlacementPoint(PlayerTypes playerType)
|
||||||
|
{
|
||||||
|
return playerTypesDict[playerType].placementTransform;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -17,10 +17,6 @@ public class TilesManager : MonoBehaviour, IBootLoader, IDataLoader, IBase
|
|||||||
[SerializeField] private TileData[] tileDatas;
|
[SerializeField] private TileData[] tileDatas;
|
||||||
|
|
||||||
private GameplayManager gameplayManager;
|
private GameplayManager gameplayManager;
|
||||||
public int FinishingTileDataLength
|
|
||||||
{
|
|
||||||
get; private set;
|
|
||||||
}
|
|
||||||
|
|
||||||
private Dictionary<PlayerTypes, List<Transform>> finishingTileDataPairs = new Dictionary<PlayerTypes, List<Transform>>();
|
private Dictionary<PlayerTypes, List<Transform>> finishingTileDataPairs = new Dictionary<PlayerTypes, List<Transform>>();
|
||||||
|
|
||||||
@ -43,14 +39,19 @@ public class TilesManager : MonoBehaviour, IBootLoader, IDataLoader, IBase
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// FinishingTileDataLength = finishingTileDataPairs.FirstOrDefault().Value.Count;
|
foreach (var tile in generalTiles)
|
||||||
|
{
|
||||||
|
tile.Init(gameplayManager.PlayerTypesCollection.Count);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public int GetFinishingTileDataLength(PlayerTypes playerType) => finishingTileDataPairs[playerType].Count;
|
||||||
|
|
||||||
public int GetGeneralTilesLength() => generalTiles.Length;
|
public int GetGeneralTilesLength() => generalTiles.Length;
|
||||||
|
|
||||||
public Tile RetrieveTileBasedOnIndex(int index)
|
public Tile RetrieveTileBasedOnIndex(int index)
|
||||||
{
|
{
|
||||||
|
Debug.Log($"RetrieveTileBasedOnIndex: Index: {index}");
|
||||||
return index == generalTiles.Length ? generalTiles[0] : generalTiles[index];
|
return index == generalTiles.Length ? generalTiles[0] : generalTiles[index];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user