Bug fixes, added logic for multiple pawns in safe node.
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m_TransformParent: {fileID: 868479585}
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m_Modifications:
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- target: {fileID: 2960581183699728421, guid: bc986262997c641d9b5bcff22bd100c1, type: 3}
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propertyPath: isSafeZone
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 2960581183699728426, guid: bc986262997c641d9b5bcff22bd100c1, type: 3}
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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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objectReference: {fileID: 0}
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- target: {fileID: 7993275380040288456, guid: 28a2e17f2aa28459099c180350293bf6, type: 3}
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propertyPath: m_IsActive
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 7993275380040288459, guid: 28a2e17f2aa28459099c180350293bf6, type: 3}
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propertyPath: m_RootOrder
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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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objectReference: {fileID: 0}
|
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- target: {fileID: 7993275380040288456, guid: 81ea53750af48479785425335304fdc7, type: 3}
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propertyPath: m_IsActive
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 7993275380040288459, guid: 81ea53750af48479785425335304fdc7, type: 3}
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propertyPath: m_RootOrder
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value: 3
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@ -7234,6 +7307,10 @@ PrefabInstance:
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m_Modification:
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m_TransformParent: {fileID: 868479585}
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m_Modifications:
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- target: {fileID: 2960581183699728421, guid: bc986262997c641d9b5bcff22bd100c1, type: 3}
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propertyPath: isSafeZone
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 2960581183699728426, guid: bc986262997c641d9b5bcff22bd100c1, type: 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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objectReference: {fileID: 0}
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- target: {fileID: 7993275380040288456, guid: 28a2e17f2aa28459099c180350293bf6, type: 3}
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propertyPath: m_IsActive
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 7993275380040288459, guid: 28a2e17f2aa28459099c180350293bf6, type: 3}
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propertyPath: m_RootOrder
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value: 3
|
||||
|
||||
@ -1,3 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
@ -19,6 +20,7 @@ public class PlayerGameData
|
||||
public int endIndex;
|
||||
public Transform playersParent;
|
||||
public List<PlayerPawn> playerPawns;
|
||||
public int totalPawnsFinished = 0;
|
||||
}
|
||||
|
||||
public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
@ -30,7 +32,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
|
||||
[SerializeField] private PlayerGameData[] playerGameDatas;
|
||||
|
||||
private PlayerTypes currentPlayerTurn;
|
||||
private PlayerTypes currentPlayerTypeTurn;
|
||||
private int currentPlayerTurnIndex = 0;
|
||||
private List<PlayerTypes> playerTypes = new List<PlayerTypes>();
|
||||
|
||||
@ -47,7 +49,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
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()
|
||||
{
|
||||
@ -60,14 +62,14 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
|
||||
CanRollDice = true;
|
||||
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
|
||||
public void InitCurrentGamePlayerInfo(List<PlayerTypes> playerTypes)
|
||||
{
|
||||
this.playerTypes = playerTypes;
|
||||
currentPlayerTurn = playerTypes[currentPlayerTurnIndex];
|
||||
currentPlayerTypeTurn = playerTypes[currentPlayerTurnIndex];
|
||||
|
||||
// initialize the board based on the player types
|
||||
foreach (PlayerGameData playerGameData in playerGameDatas)
|
||||
@ -83,6 +85,8 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
playerGameDatasDict[playerGameData.playerType].playerPawns = new List<PlayerPawn>();
|
||||
foreach (Transform playerPawnChild in playerGameData.playersParent)
|
||||
{
|
||||
if (!playerPawnChild.gameObject.activeInHierarchy) continue;
|
||||
|
||||
playerGameDatasDict[playerGameData.playerType].playerPawns.Add(playerPawnChild.GetComponent<PlayerPawn>());
|
||||
}
|
||||
}
|
||||
@ -91,7 +95,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
|
||||
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;
|
||||
|
||||
@ -104,7 +108,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
CanRollDice = false;
|
||||
|
||||
// add core dice logic here
|
||||
Debug.Log($"LUDO :: rolledVal: {rolledVal}");
|
||||
Debug.Log($"Tile Index :: LUDO :: rolledVal: {rolledVal} :: {currentPlayerTypeTurn}");
|
||||
diceRolledValue = rolledVal;
|
||||
|
||||
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
|
||||
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.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
|
||||
{
|
||||
// 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 ||
|
||||
pawn.GetPlayerState() == PlayerState.Moving ||
|
||||
pawn.GetPlayerState() == PlayerState.InFinishingPath);
|
||||
|
||||
int customAvailPlayers = availPlayers.Count();
|
||||
|
||||
foreach (PlayerPawn playerPawn in availPlayers)
|
||||
{
|
||||
Debug.Log($"## playerPawn.GetPlayerState(): {playerPawn.GetPlayerState()}");
|
||||
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath)
|
||||
{
|
||||
// TODO :: if rolled dice value <= rem tiles to complete in finishing path
|
||||
// TODO :: playerPawn.SetPlayerSelectionState(true);
|
||||
// if (diceRolledValue < 6 - playerPawn.CurrentTileIndex) // TODO :: Change hardcoded value
|
||||
}
|
||||
else
|
||||
{
|
||||
playerPawn.SetPlayerSelectionState(true);
|
||||
if (diceRolledValue <= tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - (playerPawn.CurrentTileIndex + 1))
|
||||
{
|
||||
playerPawn.SetPlayerSelectionState(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
customAvailPlayers--;
|
||||
}
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
playerPawn.SetPlayerSelectionState(true);
|
||||
}
|
||||
|
||||
if (availPlayers.Count() < 1)
|
||||
// if (availPlayers.Count() < 1)
|
||||
Debug.Log($"CustomAvailablePlayers: {customAvailPlayers}");
|
||||
if (customAvailPlayers < 1)
|
||||
{
|
||||
SwitchPlayer();
|
||||
CanRollDice = true;
|
||||
}
|
||||
|
||||
HasRolledSix = false;
|
||||
CanRollDiceAgain = false;
|
||||
}
|
||||
}
|
||||
|
||||
@ -155,7 +183,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
{
|
||||
EnablePlayerSelectionStates(false);
|
||||
|
||||
PlayerGameData playerGameData = playerGameDatasDict[currentPlayerTurn];
|
||||
PlayerGameData playerGameData = playerGameDatasDict[currentPlayerTypeTurn];
|
||||
|
||||
if (playerPawn.GetPlayerState() == PlayerState.InHome)
|
||||
{
|
||||
@ -169,90 +197,221 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
|
||||
return;
|
||||
}
|
||||
else if (playerPawn.GetPlayerState() == PlayerState.InSafeZone || playerPawn.GetPlayerState() == PlayerState.Moving
|
||||
|| playerPawn.GetPlayerState() == PlayerState.InFinishingPath)
|
||||
else if (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($"TargetIdx: {targetIdx}");
|
||||
MoveThroughFinishingPath(playerPawn, finishingPathIndex, targetIdx);
|
||||
}
|
||||
else if (playerPawn.GetPlayerState() == PlayerState.InSafeZone || playerPawn.GetPlayerState() == PlayerState.Moving)
|
||||
{
|
||||
// move based on the dice value
|
||||
Debug.Log($"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)
|
||||
{
|
||||
return playerPawn.CurrentTileIndex > tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1 ? 0 : playerPawn.CurrentTileIndex + 1;
|
||||
}
|
||||
|
||||
private void SwitchPlayer(PlayerPawn playerPawn = null)
|
||||
{
|
||||
if (!CanRollDiceAgain)
|
||||
{
|
||||
if (currentPlayerTurn == playerTypes[playerTypes.Count - 1])
|
||||
Debug.Log($"currentPlayerTurn: {currentPlayerTypeTurn}");
|
||||
Debug.Log($"currentPlayerTurnIndex: {currentPlayerTurnIndex}");
|
||||
|
||||
if (playerTypes.Count == 1)
|
||||
{
|
||||
Debug.LogError($"GAME IS OVER");
|
||||
return;
|
||||
}
|
||||
|
||||
if (currentPlayerTypeTurn == playerTypes[playerTypes.Count - 1])
|
||||
{
|
||||
currentPlayerTurnIndex = 0;
|
||||
currentPlayerTurn = playerTypes[currentPlayerTurnIndex];
|
||||
currentPlayerTypeTurn = playerTypes[currentPlayerTurnIndex];
|
||||
}
|
||||
else
|
||||
{
|
||||
currentPlayerTurnIndex++;
|
||||
currentPlayerTurn = playerTypes[currentPlayerTurnIndex];
|
||||
Debug.Log($"currentPlayerTurn: {currentPlayerTurn}");
|
||||
Debug.Log($"currentPlayerTurnIndex: {currentPlayerTurnIndex}");
|
||||
currentPlayerTypeTurn = playerTypes[currentPlayerTurnIndex];
|
||||
}
|
||||
}
|
||||
|
||||
var tempPos = playerGameDatasDict[currentPlayerTurn].playerCornerEntity.transform.position;
|
||||
var tempPos = playerGameDatasDict[currentPlayerTypeTurn].playerCornerEntity.transform.position;
|
||||
pointerDebug.position = new Vector3(tempPos.x, 3f, tempPos.z);
|
||||
|
||||
pointerMeshRend.material = turnMat;
|
||||
// pointerMeshRend.materials[0] = turnMat;
|
||||
|
||||
if (playerPawn)
|
||||
playerPawn.SetPlayerState(tilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex).IsSafeZone ? PlayerState.InSafeZone : PlayerState.Moving);
|
||||
}
|
||||
|
||||
private void MoveThroughTiles(PlayerPawn playerPawn, int index, int targetIndex)
|
||||
{
|
||||
Tile tile = tilesManager.RetrieveTileBasedOnIndex(index);
|
||||
playerPawn.MoveToTile(
|
||||
tilesManager.RetrieveTileBasedOnIndex(index).transform.position,
|
||||
onComplete: () =>
|
||||
Debug.Log($"Tile Index :: nextIndex: {index}, targetIndex: {targetIndex}");
|
||||
|
||||
Tile nextTile = tilesManager.RetrieveTileBasedOnIndex(index);
|
||||
Vector3 targetPosition = tilesManager.RetrieveTileBasedOnIndex(index).CenterPlacementPosition;
|
||||
|
||||
if (index == targetIndex) // is next index the targetIndex
|
||||
{
|
||||
Tile targetTile = tilesManager.RetrieveTileBasedOnIndex(targetIndex);
|
||||
if (targetTile.IsSafeZone)
|
||||
{
|
||||
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath || index == playerGameDatasDict[currentPlayerTurn].endIndex)
|
||||
if (targetTile.PlayerTypesCount == 1)
|
||||
{
|
||||
// MoveThroughTiles(playerPawn, index, targetIndex);
|
||||
Debug.Log($"IsMovingThroughFinishingPath({currentPlayerTurn}): {index + 1} :: {playerGameDatasDict[currentPlayerTurn].endIndex}");
|
||||
MoveThroughFinishingPath(playerPawn, 0, targetIndex - index);
|
||||
}
|
||||
else if (index + 1 <= targetIndex)
|
||||
{
|
||||
MoveThroughTiles(playerPawn, index + 1, targetIndex);
|
||||
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);
|
||||
}
|
||||
|
||||
targetTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
|
||||
targetPosition = targetTile.GetPlacementPoint(currentPlayerTypeTurn).position;
|
||||
}
|
||||
else
|
||||
{
|
||||
targetPosition = targetTile.CenterPlacementPosition;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (tile.PlayerPawn != null)
|
||||
// TODO :: Check the data if it's consistent
|
||||
if (!targetTile.ContainsPlayerType(currentPlayerTypeTurn))
|
||||
{
|
||||
// send this pawn back to base
|
||||
targetTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
|
||||
targetPosition = targetTile.GetPlacementPoint(currentPlayerTypeTurn).position;
|
||||
}
|
||||
else
|
||||
{
|
||||
targetPosition = targetTile.GetPlacementPoint(currentPlayerTypeTurn).position;
|
||||
}
|
||||
}
|
||||
|
||||
tile.InitPlayerPawn(playerPawn);
|
||||
SwitchPlayer();
|
||||
// TODO :: Introduce a swapping mechanism
|
||||
}
|
||||
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);
|
||||
|
||||
CanRollDice = true;
|
||||
playerPawn.SetPlayerState(tilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex).IsSafeZone ? PlayerState.InSafeZone : PlayerState.Moving);
|
||||
}
|
||||
|
||||
private void MoveThroughFinishingPath(PlayerPawn playerPawn, int index, int targetIndex)
|
||||
{
|
||||
playerPawn.SetPlayerState(PlayerState.InFinishingPath);
|
||||
playerPawn.MoveToTile(
|
||||
tilesManager.RetrievePositionForFinishingTile(currentPlayerTurn, index).position,
|
||||
tilesManager.RetrievePositionForFinishingTile(currentPlayerTypeTurn, index).position,
|
||||
onComplete: () =>
|
||||
{
|
||||
Debug.Log($"index: {index}, targetIndex: {targetIndex}");
|
||||
if (index + 1 < targetIndex)
|
||||
diceRolledValue--;
|
||||
|
||||
Debug.Log($"DiceRolledValue: {diceRolledValue}");
|
||||
if (diceRolledValue > 0)
|
||||
{
|
||||
// MoveThroughTiles(playerPawn, index, targetIndex);
|
||||
MoveThroughFinishingPath(playerPawn, index + 1, targetIndex);
|
||||
int tileIndex = GetNextFinishingTileIndex(playerPawn);
|
||||
Debug.Log($"tileIndex: {tileIndex}, targetIndex: {targetIndex}");
|
||||
if (tileIndex <= targetIndex)
|
||||
{
|
||||
// MoveThroughTiles(playerPawn, index, targetIndex);
|
||||
MoveThroughFinishingPath(playerPawn, tileIndex, targetIndex);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
SwitchPlayer();
|
||||
if (playerPawn.CurrentTileIndex == tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1)
|
||||
{
|
||||
playerPawn.SetPlayerState(PlayerState.HasFinished);
|
||||
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished++;
|
||||
|
||||
if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished == playerGameDatasDict[currentPlayerTypeTurn].playerPawns.Count)
|
||||
{
|
||||
CanRollDiceAgain = false;
|
||||
|
||||
SwitchPlayer();
|
||||
if (playerTypes.Contains(currentPlayerTypeTurn))
|
||||
playerTypes.Remove(currentPlayerTypeTurn);
|
||||
|
||||
Debug.Log($"PlayerTypes: {playerTypes.Count}");
|
||||
}
|
||||
else
|
||||
{
|
||||
CanRollDiceAgain = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
SwitchPlayer();
|
||||
}
|
||||
|
||||
CanRollDice = true;
|
||||
}
|
||||
},
|
||||
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)
|
||||
@ -43,6 +43,11 @@ public class PlayerPawn : MonoBehaviour
|
||||
transform.DOMove(startingPoint, 0.1f).onComplete = () => onComplete?.Invoke();
|
||||
}
|
||||
|
||||
public void MoveToTileSubPosition(Vector3 targetPoint)
|
||||
{
|
||||
transform.DOMove(targetPoint, 0.1f);
|
||||
}
|
||||
|
||||
// when he is defeated
|
||||
public void MoveBackToHome()
|
||||
{
|
||||
|
||||
@ -4,6 +4,8 @@ using UnityEngine;
|
||||
|
||||
public class DiceRoller : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private int diceTestValue = 0;
|
||||
|
||||
private InputManager inputManager;
|
||||
|
||||
private void OnMouseDown()
|
||||
@ -14,9 +16,18 @@ public class DiceRoller : MonoBehaviour
|
||||
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()
|
||||
{
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,17 +1,106 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
[System.Serializable]
|
||||
public class PlayerTileData
|
||||
{
|
||||
public int playerCount;
|
||||
public Transform placementTransform;
|
||||
public List<PlayerPawn> playerPawns;
|
||||
}
|
||||
|
||||
public class Tile : MonoBehaviour
|
||||
{
|
||||
[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;
|
||||
}
|
||||
|
||||
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 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;
|
||||
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;
|
||||
|
||||
private GameplayManager gameplayManager;
|
||||
public int FinishingTileDataLength
|
||||
{
|
||||
get; private set;
|
||||
}
|
||||
|
||||
private Dictionary<PlayerTypes, List<Transform>> finishingTileDataPairs = new Dictionary<PlayerTypes, List<Transform>>();
|
||||
|
||||
@ -42,15 +38,20 @@ public class TilesManager : MonoBehaviour, IBootLoader, IDataLoader, IBase
|
||||
finishingTileDataPairs[tileData.playerType].Add(child);
|
||||
}
|
||||
}
|
||||
|
||||
// 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 Tile RetrieveTileBasedOnIndex(int index)
|
||||
{
|
||||
|
||||
Debug.Log($"RetrieveTileBasedOnIndex: Index: {index}");
|
||||
return index == generalTiles.Length ? generalTiles[0] : generalTiles[index];
|
||||
}
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user