Added basic core gameplay (LAN).

This commit is contained in:
Ashby Issac 2026-01-21 20:27:45 +05:30
parent ece8c8d5cb
commit 69ee296d93
58 changed files with 10022 additions and 4 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class Ludo_3D_Constants
{
public const int Max_Dice_Rolls = 6;
}

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using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public enum PlayerTypes
{
Player1 = 0,
Player2 = 1,
Player3 = 2,
Player4 = 3
}
[System.Serializable]
public class PlayerGameData
{
public PlayerTypes playerType;
public GameObject playerCornerEntity;
public int startIndex;
public int endIndex;
public Transform playersParent;
public List<PlayerPawn> playerPawns;
}
public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
{
[SerializeField] private Transform pointerDebug;
[SerializeField] private MeshRenderer pointerMeshRend;
[SerializeField] private Material turnMat;
[SerializeField] private Material selectMat;
[SerializeField] private PlayerGameData[] playerGameDatas;
private PlayerTypes currentPlayerTurn;
private int currentPlayerTurnIndex = 0;
private List<PlayerTypes> playerTypes = new List<PlayerTypes>();
public List<PlayerTypes> PlayerTypesCollection => playerTypes;
// private Dictionary<PlayerTypes, > playerPawnsDict = new Dictionary<PlayerTypes, List<PlayerPawn>>();
private Dictionary<PlayerTypes, PlayerGameData> playerGameDatasDict = new Dictionary<PlayerTypes, PlayerGameData>();
private TilesManager tilesManager;
private int diceRolledValue;
public bool CanRollDice
{
get; private set;
}
private bool HasRolledSix = false;
public void Initialize()
{
InterfaceManager.Instance?.RegisterInterface<GameplayManager>(this);
}
public void InitializeData()
{
tilesManager = InterfaceManager.Instance.GetInterfaceInstance<TilesManager>();
CanRollDice = true;
InitCurrentGamePlayerInfo(
new List<PlayerTypes> { PlayerTypes.Player1, PlayerTypes.Player2, PlayerTypes.Player3, PlayerTypes.Player4 });
}
// TODO :: Call based on 2P/3P/4P
public void InitCurrentGamePlayerInfo(List<PlayerTypes> playerTypes)
{
this.playerTypes = playerTypes;
currentPlayerTurn = playerTypes[currentPlayerTurnIndex];
// initialize the board based on the player types
foreach (PlayerGameData playerGameData in playerGameDatas)
{
if (!playerTypes.Contains(playerGameData.playerType))
{
playerGameData.playerCornerEntity.SetActive(false);
}
else
{
playerGameDatasDict.Add(playerGameData.playerType, playerGameData);
playerGameDatasDict[playerGameData.playerType].playerPawns = new List<PlayerPawn>();
foreach (Transform playerPawnChild in playerGameData.playersParent)
{
playerGameDatasDict[playerGameData.playerType].playerPawns.Add(playerPawnChild.GetComponent<PlayerPawn>());
}
}
}
}
public void EnablePlayerSelectionStates(bool state)
{
foreach (PlayerPawn playerPawn in playerGameDatasDict[currentPlayerTurn].playerPawns)
{
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath) continue;
playerPawn.SetPlayerSelectionState(state);
}
}
public void OnDiceRolled(int rolledVal)
{
CanRollDice = false;
// add core dice logic here
Debug.Log($"LUDO :: rolledVal: {rolledVal}");
diceRolledValue = rolledVal;
if (rolledVal == Ludo_3D_Constants.Max_Dice_Rolls)
{
// provide option to select a pawn from the list
// also play a simple animation before selecting
EnablePlayerSelectionStates(true);
HasRolledSix = true;
pointerMeshRend.material = selectMat;
// pointerMeshRend.materials[0] = selectMat;
}
else // if there are any other pawns that are in safe or moving state
{
// for player's logic
IEnumerable<PlayerPawn> availPlayers = playerGameDatasDict[currentPlayerTurn].playerPawns.Select(pawn => pawn)
.Where(pawn => pawn.GetPlayerState() == PlayerState.InSafeZone ||
pawn.GetPlayerState() == PlayerState.Moving ||
pawn.GetPlayerState() == PlayerState.InFinishingPath);
foreach (PlayerPawn playerPawn in availPlayers)
{
Debug.Log($"## 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 (availPlayers.Count() < 1)
{
SwitchPlayer();
CanRollDice = true;
}
HasRolledSix = false;
}
}
public void OnPawnSelected(PlayerPawn playerPawn)
{
EnablePlayerSelectionStates(false);
PlayerGameData playerGameData = playerGameDatasDict[currentPlayerTurn];
if (playerPawn.GetPlayerState() == PlayerState.InHome)
{
playerPawn.MoveToTile(
tilesManager.RetrieveTileBasedOnIndex(playerGameData.startIndex).transform.position,
onComplete: () =>
{
CanRollDice = true;
playerPawn.SetPlayerState(PlayerState.InSafeZone);
}, playerGameData.startIndex);
return;
}
else if (playerPawn.GetPlayerState() == PlayerState.InSafeZone || playerPawn.GetPlayerState() == PlayerState.Moving
|| playerPawn.GetPlayerState() == PlayerState.InFinishingPath)
{
// move based on the dice value
MoveThroughTiles(playerPawn, playerPawn.CurrentTileIndex + 1, targetIndex: playerPawn.CurrentTileIndex + diceRolledValue);
}
}
private void SwitchPlayer()
{
if (!HasRolledSix)
{
if (currentPlayerTurn == playerTypes[playerTypes.Count - 1])
{
currentPlayerTurnIndex = 0;
currentPlayerTurn = playerTypes[currentPlayerTurnIndex];
}
else
{
currentPlayerTurnIndex++;
currentPlayerTurn = playerTypes[currentPlayerTurnIndex];
Debug.Log($"currentPlayerTurn: {currentPlayerTurn}");
Debug.Log($"currentPlayerTurnIndex: {currentPlayerTurnIndex}");
}
}
var tempPos = playerGameDatasDict[currentPlayerTurn].playerCornerEntity.transform.position;
pointerDebug.position = new Vector3(tempPos.x, 3f, tempPos.z);
pointerMeshRend.material = turnMat;
// pointerMeshRend.materials[0] = turnMat;
}
private void MoveThroughTiles(PlayerPawn playerPawn, int index, int targetIndex)
{
Tile tile = tilesManager.RetrieveTileBasedOnIndex(index);
playerPawn.MoveToTile(
tilesManager.RetrieveTileBasedOnIndex(index).transform.position,
onComplete: () =>
{
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath || index == playerGameDatasDict[currentPlayerTurn].endIndex)
{
// MoveThroughTiles(playerPawn, index, targetIndex);
Debug.Log($"IsMovingThroughFinishingPath({currentPlayerTurn}): {index + 1} :: {playerGameDatasDict[currentPlayerTurn].endIndex}");
MoveThroughFinishingPath(playerPawn, 0, targetIndex - index);
}
else if (index + 1 <= targetIndex)
{
MoveThroughTiles(playerPawn, index + 1, targetIndex);
}
else
{
if (tile.PlayerPawn != null)
{
// send this pawn back to base
}
tile.InitPlayerPawn(playerPawn);
SwitchPlayer();
}
},
index);
CanRollDice = true;
playerPawn.SetPlayerState(tilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex).IsSafeZone ? PlayerState.InSafeZone : PlayerState.Moving);
}
private void MoveThroughFinishingPath(PlayerPawn playerPawn, int index, int targetIndex)
{
playerPawn.SetPlayerState(PlayerState.InFinishingPath);
playerPawn.MoveToTile(
tilesManager.RetrievePositionForFinishingTile(currentPlayerTurn, index).position,
onComplete: () =>
{
Debug.Log($"index: {index}, targetIndex: {targetIndex}");
if (index + 1 < targetIndex)
{
// MoveThroughTiles(playerPawn, index, targetIndex);
MoveThroughFinishingPath(playerPawn, index + 1, targetIndex);
}
else
{
SwitchPlayer();
}
},
index);
}
}

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using UnityEngine;
public class PlayerBase : MonoBehaviour
{
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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@ -0,0 +1,71 @@
using System;
using DG.Tweening;
using UnityEngine;
public enum PlayerState
{
InHome,
InSafeZone,
Moving,
InFinishingPath,
HasFinished
}
public class PlayerPawn : MonoBehaviour
{
[SerializeField] private PlayerState playerState;
private bool canSelectPlayerFromHome;
public int CurrentTileIndex
{
get; private set;
}
private GameplayManager gameplayManager;
public void SetPlayerSelectionState(bool state)
{
canSelectPlayerFromHome = state;
if (canSelectPlayerFromHome)
{
// Play animation for selecting any of the players
}
}
public void CheckCurrentTileIndex(int maxTiles)
{
CurrentTileIndex = CurrentTileIndex == maxTiles ? 0 : CurrentTileIndex;
}
public void MoveToTile(Vector3 startingPoint, Action onComplete, int tileIndex)
{
CurrentTileIndex = tileIndex;
transform.DOMove(startingPoint, 0.1f).onComplete = () => onComplete?.Invoke();
}
// when he is defeated
public void MoveBackToHome()
{
}
public PlayerState GetPlayerState() => playerState;
public void SetPlayerState(PlayerState state)
{
playerState = state;
}
private void OnMouseDown()
{
if (!canSelectPlayerFromHome) return;
SetGameplayManager();
gameplayManager.OnPawnSelected(this);
}
private void SetGameplayManager()
{
gameplayManager = gameplayManager ?? InterfaceManager.Instance.GetInterfaceInstance<GameplayManager>();
}
}

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@ -0,0 +1,22 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DiceRoller : MonoBehaviour
{
private InputManager inputManager;
private void OnMouseDown()
{
inputManager = inputManager == null ? InterfaceManager.Instance?.GetInterfaceInstance<InputManager>() : inputManager;
if (!inputManager.GameplayManager.CanRollDice) return;
OnDiceRolled();
}
private void OnDiceRolled()
{
int currentRolledVal = Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1);
inputManager.SetDiceRollValue(currentRolledVal);
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class InputManager : MonoBehaviour, IBase, IBootLoader
public class InputManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
{
public bool IsInputEnabled
{
@ -10,13 +11,36 @@ public class InputManager : MonoBehaviour, IBase, IBootLoader
private set;
}
public float DiceRolledValue
{
get;
private set;
}
public GameplayManager GameplayManager
{
get; private set;
}
public void Initialize()
{
InterfaceManager.Instance?.RegisterInterface<InputManager>(this);
}
public void InitializeData()
{
GameplayManager = InterfaceManager.Instance?.GetInterfaceInstance<GameplayManager>();
}
public void SetInputState(bool state)
{
IsInputEnabled = state;
}
public void SetDiceRollValue(int currentRolledVal)
{
DiceRolledValue = currentRolledVal;
GameplayManager.OnDiceRolled(currentRolledVal);
}
}

8
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using UnityEngine;
public class Tile : MonoBehaviour
{
[SerializeField] private bool isSafeZone = false;
public PlayerPawn PlayerPawn
{
get; private set;
}
public bool IsSafeZone => isSafeZone;
public void InitPlayerPawn(PlayerPawn playerPawn)
{
PlayerPawn = playerPawn;
}
}

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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Tilemaps;
[System.Serializable]
public struct TileData
{
public PlayerTypes playerType;
public Transform playerFinishingTileParent;
}
public class TilesManager : MonoBehaviour, IBootLoader, IDataLoader, IBase
{
[SerializeField] private Tile[] generalTiles;
[SerializeField] private TileData[] tileDatas;
private GameplayManager gameplayManager;
public int FinishingTileDataLength
{
get; private set;
}
private Dictionary<PlayerTypes, List<Transform>> finishingTileDataPairs = new Dictionary<PlayerTypes, List<Transform>>();
public void Initialize()
{
InterfaceManager.Instance.RegisterInterface<TilesManager>(this);
}
public void InitializeData()
{
gameplayManager = InterfaceManager.Instance.GetInterfaceInstance<GameplayManager>();
foreach (var tileData in tileDatas)
{
if (gameplayManager.PlayerTypesCollection.Contains(tileData.playerType))
{
finishingTileDataPairs.Add(tileData.playerType, new List<Transform>());
foreach (Transform child in tileData.playerFinishingTileParent)
finishingTileDataPairs[tileData.playerType].Add(child);
}
}
// FinishingTileDataLength = finishingTileDataPairs.FirstOrDefault().Value.Count;
}
public int GetGeneralTilesLength() => generalTiles.Length;
public Tile RetrieveTileBasedOnIndex(int index)
{
return index == generalTiles.Length ? generalTiles[0] : generalTiles[index];
}
public Transform RetrievePositionForFinishingTile(PlayerTypes playerType, int index)
{
return finishingTileDataPairs[playerType][index];
}
}

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