Added auto selecting logic for player.

This commit is contained in:
Ashby Issac 2026-02-10 19:24:08 +05:30
parent 0814fce7af
commit 97cd17c0cf
3 changed files with 83 additions and 36 deletions

View File

@ -8476,24 +8476,28 @@ MonoBehaviour:
playersParent: {fileID: 1373272158}
totalPawnsInHome: 0
totalPawnsFinished: 0
totalPawnsInFinishingPath: 0
- playerType: 1
startIndex: 13
endIndex: 11
playersParent: {fileID: 1841959051}
totalPawnsInHome: 0
totalPawnsFinished: 0
totalPawnsInFinishingPath: 0
- playerType: 2
startIndex: 26
endIndex: 24
playersParent: {fileID: 1934858463}
totalPawnsInHome: 0
totalPawnsFinished: 0
totalPawnsInFinishingPath: 0
- playerType: 3
startIndex: 39
endIndex: 37
playersParent: {fileID: 1094154913}
totalPawnsInHome: 0
totalPawnsFinished: 0
totalPawnsInFinishingPath: 0
playerBaseHandler: {fileID: 433034051}
--- !u!4 &896294589 stripped
Transform:

View File

@ -76,7 +76,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
private bool CanRollDiceAgain = false; // used for when you get a 6 or when you reach the finish point
private int diceSixRollCounter = 0;
private List<PlayerPawn> availPlayers = new List<PlayerPawn>();
private List<PlayerPawn> availPlayersToMove = new List<PlayerPawn>();
private bool canSwitchPlayer = true;
public bool CanRollDiceForUser
@ -396,7 +396,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
// What happens when you get a 6
private void SelectPawnFromBotBase()
{
if (canSwitchPlayer || availPlayers.Count() < 1 && !CanRollDiceAgain || !botTypesInGame.Contains(currentPlayerTypeTurn))
if (canSwitchPlayer || availPlayersToMove.Count() < 1 && !CanRollDiceAgain || !botTypesInGame.Contains(currentPlayerTypeTurn))
{
Debug.Log($"returning from SelectPawnFromBotBase");
return; // Have a better check here
@ -408,7 +408,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
int savedPlayerId = -1;
PlayerPawn pawn = null;
Debug.Log($"SelectPawnFromBotBase: availPlayers.Count(): {availPlayers.Count()}, CanRollDiceAgain: {CanRollDiceAgain}");
Debug.Log($"SelectPawnFromBotBase: availPlayers.Count(): {availPlayersToMove.Count()}, CanRollDiceAgain: {CanRollDiceAgain}");
if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInHome == 0)
{
@ -428,7 +428,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
}
Debug.Log($"Before Iterating");
foreach (var playerPawn in availPlayers)
foreach (var playerPawn in availPlayersToMove)
{
int possibleSteps = 0;
Tile possibleTileData = null;
@ -578,15 +578,12 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
Debug.Log($"Tile Index :: LUDO :: rolledVal: {rolledVal} :: {currentPlayerTypeTurn}");
diceRolledValue = rolledVal;
diceText.text = $"{diceRolledValue}";
availPlayers = new List<PlayerPawn>();
availPlayersToMove = new List<PlayerPawn>();
InitActivePlayers();
if (!CanRollDiceAgain)
{
UpdateActivePlayersAndSetDisplay(true);
}
else
{
InitActivePlayers();
SetDisplayCountForAllAvailPlayers(true);
}
if (rolledVal == Ludo_3D_Constants.Max_Dice_Rolls)
@ -596,6 +593,27 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
// also play a simple animation before selecting
CanRollDiceAgain = true;
diceSixRollCounter++;
if (botTypesInGame != null && !botTypesInGame.Contains(currentPlayerTypeTurn))
{
var hasNoPlayersTraveling = Mathf.Abs(availPlayersToMove.Count - playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath) < 1;
Debug.Log($"availPlayersToMove.Count: {availPlayersToMove.Count}, hasNoPlayersTraveling: {hasNoPlayersTraveling}, totalPawnsInFinishingPath: {playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath}");
if (availPlayersToMove.Count < 1 || hasNoPlayersTraveling)
{
if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInHome > 0)
{
OnPawnSelected(playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values
.FirstOrDefault(pawn => pawn.GetPlayerState() == PlayerState.InHome));
return;
}
}
else
{
if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInHome < 1 && CanMoveSoloPlayer())
return;
}
}
#if UNITY_EDITOR
pointerMeshRend.material = selectMat;
#endif
@ -612,56 +630,75 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
}
Debug.Log($"### EnablePlayerSelectionStates");
EnablePlayerSelectionStates(true);
// pointerMeshRend.materials[0] = selectMat;
}
else // if there are any other pawns that are in safe or moving state
{
// for player's logic
int customAvailPlayers = availPlayers.Count();
Debug.Log($"before CustomAvailablePlayers: {customAvailPlayers}");
Debug.Log($"before CustomAvailablePlayers: {availPlayersToMove.Count}");
List<int> indexesToRemove = new List<int>();
for (int i = 0; i < availPlayers.Count; i++)
for (int i = 0; i < availPlayersToMove.Count; i++)
{
Debug.Log($"## playerPawn.GetPlayerState(): {availPlayers[i].GetPlayerState()}");
Debug.Log($"## playerPawn.GetPlayerState(): {availPlayersToMove[i].GetPlayerState()}");
if (availPlayers[i].GetPlayerState() == PlayerState.InFinishingPath)
if (availPlayersToMove[i].GetPlayerState() == PlayerState.InFinishingPath)
{
Debug.Log($"diceRolledValue: {diceRolledValue}, FinishingDataLen: {TilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn)}, playerPawn.CurrentTileIndex: {availPlayers[i].CurrentTileIndex}");
if (diceRolledValue <= TilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - (availPlayers[i].CurrentTileIndex + 1))
Debug.Log($"diceRolledValue: {diceRolledValue}, FinishingDataLen: {TilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn)}, playerPawn.CurrentTileIndex: {availPlayersToMove[i].CurrentTileIndex}");
if (diceRolledValue <= TilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - (availPlayersToMove[i].CurrentTileIndex + 1))
{
availPlayers[i].SetPlayerSelectionState(true);
availPlayersToMove[i].SetPlayerSelectionState(true);
}
else
{
indexesToRemove.Add(i);
availPlayers[i].SetPlayerSelectionState(false);
availPlayers[i].ShowPlayerCountCanvas(false);
customAvailPlayers--;
availPlayersToMove[i].SetPlayerSelectionState(false);
availPlayersToMove[i].ShowPlayerCountCanvas(false);
}
continue;
}
availPlayers[i].SetPlayerSelectionState(true);
availPlayersToMove[i].SetPlayerSelectionState(true);
}
for (int idx = indexesToRemove.Count - 1; idx >= 0; idx--)
availPlayers.RemoveAt(idx);
availPlayersToMove.RemoveAt(idx);
// if (availPlayers.Count() < 1)
Debug.Log($"CustomAvailablePlayers: {customAvailPlayers}");
canSwitchPlayer = customAvailPlayers < 1;
Debug.Log($"CustomAvailablePlayers: {availPlayersToMove.Count}");
canSwitchPlayer = availPlayersToMove.Count < 1;
CanRollDiceAgain = false;
if (botTypesInGame != null && !botTypesInGame.Contains(currentPlayerTypeTurn) &&
availPlayersToMove.Count > 0)
{
if (CanMoveSoloPlayer())
{
EnablePlayerSelectionStates(false);
OnPawnSelected(availPlayersToMove[0]);
}
}
}
Debug.Log($"CanRollDiceAgain: {CanRollDiceAgain}, canSwitchPlayer: {canSwitchPlayer}");
}
private bool CanMoveSoloPlayer()
{
if (availPlayersToMove.Count == 1)
{
if (availPlayersToMove[0].GetPlayerState() == PlayerState.InSafeZone || availPlayersToMove[0].GetPlayerState() == PlayerState.Moving
|| availPlayersToMove[0].GetPlayerState() == PlayerState.InFinishingPath)
{
return true;
}
}
return false;
}
private void UpdateActivePlayersAndSetDisplay(bool state)
{
InitActivePlayers();
@ -670,7 +707,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
private void InitActivePlayers()
{
availPlayers = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values.Select(pawn => pawn)
availPlayersToMove = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values.Select(pawn => pawn)
.Where(pawn => pawn.GetPlayerState() == PlayerState.InSafeZone ||
pawn.GetPlayerState() == PlayerState.Moving ||
pawn.GetPlayerState() == PlayerState.InFinishingPath).ToList();
@ -770,6 +807,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
else if (selectedPawn.CurrentTileIndex == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
{
TilesManager.RetrieveTileBasedOnIndex(selectedPawn.CurrentTileIndex).ResetPlayerPawn(selectedPawn);
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath++;
ApplyFinishingPathLogic(selectedPawn);
}
else if (selectedPawn.GetPlayerState() == PlayerState.InSafeZone || selectedPawn.GetPlayerState() == PlayerState.Moving)
@ -843,10 +881,10 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
Debug.Log($"currentPlayerTurn: {currentPlayerTypeTurn}");
Debug.Log($"currentPlayerTurnIndex: {currentPlayerTurnIndex}");
Debug.Log($"before SwitchPlayer availPlayers: {availPlayers.Count}, playerPawn: {playerPawn}");
Debug.Log($"before SwitchPlayer availPlayers: {availPlayersToMove.Count}, playerPawn: {playerPawn}");
UpdateActivePlayersAndSetDisplay(false);
Debug.Log($"after SwitchPlayer availPlayers: {availPlayers.Count}, playerPawn: {playerPawn}");
Debug.Log($"after SwitchPlayer availPlayers: {availPlayersToMove.Count}, playerPawn: {playerPawn}");
Debug.Log($"after allPlayerTypes.Count: {allPlayerTypes.Count}");
if (allPlayerTypes.Count == 0)
@ -906,11 +944,11 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
{
if (state)
{
availPlayers.ForEach(pawn => ShowUpdatedPlayerCountOnTile(pawn));
availPlayersToMove.ForEach(pawn => ShowUpdatedPlayerCountOnTile(pawn));
}
else
{
availPlayers.ForEach(pawn => pawn.ShowPlayerCountCanvas(false));
availPlayersToMove.ForEach(pawn => pawn.ShowPlayerCountCanvas(false));
}
}
@ -948,6 +986,9 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
{
// MoveThroughTiles(playerPawn, index, targetIndex);
Debug.Log($"TargetIdx: {targetIndex - index}");
if (index == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath++;
CheckForGamePause(() => MoveThroughFinishingPath(playerPawn, 0, targetIndex - index));
}
else if (nextTileIndex <= targetIndex)
@ -1066,6 +1107,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
UpdatePlayerState(playerPawn, PlayerState.HasFinished);
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished++;
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath--;
Debug.Log($"playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished: {playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished}");
Debug.Log($"playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count: {playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count}");
@ -1185,7 +1227,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
playerGameDatasDict = null;
playerDatas = null;
availPlayers = null;
availPlayersToMove = null;
botTypesInGame = null;
botRuntimeMovementData = null;

View File

@ -27,6 +27,7 @@ public class PlayerGameData
public Dictionary<int, PlayerPawn> playerPawnsDict;
public int totalPawnsInHome = 0;
public int totalPawnsFinished = 0;
public int totalPawnsInFinishingPath = 0;
}
[System.Serializable]