Bug fixes for safe mode edge cases.

This commit is contained in:
Ashby Issac 2026-01-23 12:46:59 +05:30
parent 45b5fe9dd5
commit 9b1c4f14b0
11 changed files with 1041 additions and 882 deletions

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@ -19,7 +19,7 @@ public class PlayerGameData
public int startIndex; public int startIndex;
public int endIndex; public int endIndex;
public Transform playersParent; public Transform playersParent;
public List<PlayerPawn> playerPawns; public List<PlayerPawn> playerPawnsDict;
public int totalPawnsFinished = 0; public int totalPawnsFinished = 0;
} }
@ -62,7 +62,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
CanRollDice = true; CanRollDice = true;
InitCurrentGamePlayerInfo( InitCurrentGamePlayerInfo(
new List<PlayerTypes> { PlayerTypes.Player1, PlayerTypes.Player3 }); new List<PlayerTypes> { PlayerTypes.Player1, PlayerTypes.Player2, PlayerTypes.Player3, PlayerTypes.Player4 });
} }
// TODO :: Call based on 2P/3P/4P // TODO :: Call based on 2P/3P/4P
@ -81,13 +81,18 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
else else
{ {
playerGameDatasDict.Add(playerGameData.playerType, playerGameData); playerGameDatasDict.Add(playerGameData.playerType, playerGameData);
playerGameDatasDict[playerGameData.playerType].playerPawnsDict = new List<PlayerPawn>();
PlayerPawn playerPawn = null;
int indexer = 0;
playerGameDatasDict[playerGameData.playerType].playerPawns = new List<PlayerPawn>();
foreach (Transform playerPawnChild in playerGameData.playersParent) foreach (Transform playerPawnChild in playerGameData.playersParent)
{ {
if (!playerPawnChild.gameObject.activeInHierarchy) continue; if (!playerPawnChild.gameObject.activeInHierarchy) continue;
playerGameDatasDict[playerGameData.playerType].playerPawns.Add(playerPawnChild.GetComponent<PlayerPawn>()); playerPawn = playerPawnChild.GetComponent<PlayerPawn>();
indexer++;
playerPawn.InitId(indexer);
playerGameDatasDict[playerGameData.playerType].playerPawnsDict.Add(playerPawn);
} }
} }
} }
@ -95,7 +100,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
public void EnablePlayerSelectionStates(bool state) public void EnablePlayerSelectionStates(bool state)
{ {
foreach (PlayerPawn playerPawn in playerGameDatasDict[currentPlayerTypeTurn].playerPawns) foreach (var playerPawn in playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict)
{ {
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath) continue; if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath) continue;
@ -120,7 +125,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
CanRollDiceAgain = true; CanRollDiceAgain = true;
bool AreAllPawnsInFinishingPath = false; bool AreAllPawnsInFinishingPath = false;
foreach (var pawn in playerGameDatasDict[currentPlayerTypeTurn].playerPawns) foreach (var pawn in playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict)
{ {
if (pawn.GetPlayerState() == PlayerState.InFinishingPath && pawn.GetPlayerState() != PlayerState.HasFinished) if (pawn.GetPlayerState() == PlayerState.InFinishingPath && pawn.GetPlayerState() != PlayerState.HasFinished)
{ {
@ -141,7 +146,7 @@ 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[currentPlayerTypeTurn].playerPawns.Select(pawn => pawn) IEnumerable<PlayerPawn> availPlayers = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.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);
@ -187,8 +192,10 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
if (playerPawn.GetPlayerState() == PlayerState.InHome) if (playerPawn.GetPlayerState() == PlayerState.InHome)
{ {
Tile targetTile = tilesManager.RetrieveTileBasedOnIndex(playerGameData.startIndex);
playerPawn.MoveToTile( playerPawn.MoveToTile(
tilesManager.RetrieveTileBasedOnIndex(playerGameData.startIndex).transform.position, GetPositionInsideSafeZone(playerPawn, targetTile),
onComplete: () => onComplete: () =>
{ {
CanRollDice = true; CanRollDice = true;
@ -220,7 +227,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
Tile currentSittingTile = tilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex); Tile currentSittingTile = tilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex);
if (currentSittingTile.IsSafeZone) if (currentSittingTile.IsSafeZone)
{ {
currentSittingTile.UpdateSafeZonePlayerData(currentPlayerTypeTurn); ((SafeTile)currentSittingTile).UpdateSafeZonePlayerData(currentPlayerTypeTurn, playerPawn);
} }
MoveThroughTiles(playerPawn, nextTileIdx, targetIndex: targetIdx); MoveThroughTiles(playerPawn, nextTileIdx, targetIndex: targetIdx);
@ -274,71 +281,32 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
private void MoveThroughTiles(PlayerPawn playerPawn, int index, int targetIndex) private void MoveThroughTiles(PlayerPawn playerPawn, int index, int targetIndex)
{ {
Debug.Log($"Tile Index :: nextIndex: {index}, targetIndex: {targetIndex}");
Tile nextTile = tilesManager.RetrieveTileBasedOnIndex(index); Tile nextTile = tilesManager.RetrieveTileBasedOnIndex(index);
Vector3 targetPosition = tilesManager.RetrieveTileBasedOnIndex(index).CenterPlacementPosition; Vector3 targetPosition = nextTile.CenterPlacementPosition;
if (index == targetIndex) // is next index the targetIndex Debug.Log($"Tile Index :: nextIndex: {index}, targetIndex: {targetIndex}, nextTileName: {nextTile.name}");
if (index == targetIndex) // if the target index is the safe zone only then apply the logic for rearranging pawns
{ {
Tile targetTile = tilesManager.RetrieveTileBasedOnIndex(targetIndex); Tile targetTile = tilesManager.RetrieveTileBasedOnIndex(targetIndex);
if (targetTile.IsSafeZone) if (targetTile.IsSafeZone)
{ {
if (targetTile.PlayerTypesCount == 1) targetPosition = GetPositionInsideSafeZone(playerPawn, targetTile);
{
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
{
// 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;
} }
} }
// TODO :: Introduce a swapping mechanism Debug.Log($"tile targetPosition: {targetPosition}");
}
else
{
// TODO :: Move code to onComplete callback
if (targetTile.PlayerPawn != null) // TODO :: Improve this logic, use a collection
{
// TODO :: send this pawn back to base
}
}
}
playerPawn.MoveToTile( playerPawn.MoveToTile(
targetPosition, targetPosition,
onComplete: () => onComplete: () =>
{ {
diceRolledValue--; diceRolledValue--;
Debug.Log($"DiceRolledValue: {diceRolledValue}");
if (diceRolledValue > 0) if (diceRolledValue > 0)
{ {
int nextTileIndex = GetNextGeneralTileIndex(playerPawn); int nextTileIndex = GetNextGeneralTileIndex(playerPawn);
Debug.Log($"currentTileIndex: {playerPawn.CurrentTileIndex}, nextTileIndex: {nextTileIndex}, targetIndex: {targetIndex}");
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath || index == playerGameDatasDict[currentPlayerTypeTurn].endIndex) if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath || index == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
{ {
@ -349,14 +317,29 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
else if (nextTileIndex <= targetIndex) else if (nextTileIndex <= targetIndex)
{ {
if (nextTileIndex == 0) if (nextTileIndex == 0)
targetIndex = targetIndex - playerPawn.CurrentTileIndex; targetIndex = (targetIndex - playerPawn.CurrentTileIndex) - 1;
MoveThroughTiles(playerPawn, nextTileIndex, targetIndex); MoveThroughTiles(playerPawn, nextTileIndex, targetIndex);
} }
} }
else else
{ {
// TODO :: Improve this logic, use a collection
if (!nextTile.IsSafeZone)
{
if (nextTile.PlayerPawn != null)
{
// TODO :: Send existing pawn back to base.
// means there's already a pawn there, move him back to the base.
}
nextTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn); nextTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
}
// else
// {
// ((SafeTile)nextTile).InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
// }
SwitchPlayer(playerPawn); SwitchPlayer(playerPawn);
CanRollDice = true; CanRollDice = true;
} }
@ -364,6 +347,74 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
index); index);
} }
private Vector3 GetPositionInsideSafeZone(PlayerPawn playerPawn, Tile targetTile)
{
Vector3 targetPosition;
SafeTile targetSafeTile = (SafeTile)targetTile;
Debug.Log($"targetSafeTile.PlayerTypesCount: {targetSafeTile.PlayerTypesCount}");
if (targetSafeTile.PlayerTypesCount == 1)
{
Debug.Log($"targetSafeTile.ContainsPlayerType(currentPlayerTypeTurn): {targetSafeTile.ContainsPlayerType(currentPlayerTypeTurn)}");
if (!targetSafeTile.ContainsPlayerType(currentPlayerTypeTurn)) // means it is a new player type, the second one
{
Debug.Log($"Logging data");
PlayerTypes initialPlayerType = targetSafeTile.GetFirstPlayerType();
Debug.Log($"initialPlayerType: {initialPlayerType}");
int playerPawnsCount = targetSafeTile.GetPlayerPawnsCountInTile(initialPlayerType);
Debug.Log($"playerPawnsCount: {playerPawnsCount}");
// rearrange already existing player from center position to it's saved transform
var playerPawns = targetSafeTile.GetPlayerPawns(initialPlayerType);
Debug.Log($"playerPawns: {playerPawns.Count}");
foreach (var pawn in playerPawns)
{
Debug.Log($"Getting placement data");
var placementPoint = targetSafeTile.GetPlacementPoint(initialPlayerType);
Debug.Log($"PlacementPoint: {placementPoint.name}");
pawn.MoveToTileSubPosition(placementPoint.position);
}
// for (int idx = 0; idx < playerPawnsCount; idx++)
// {
// targetSafeTile.IterateAndGetPlayerPawn(initialPlayerType, idx).MoveToTileSubPosition(targetSafeTile.GetPlacementPoint(initialPlayerType).position);
// }
targetSafeTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
targetPosition = targetSafeTile.GetPlacementPoint(currentPlayerTypeTurn).position;
}
else
{
targetSafeTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
targetPosition = targetTile.CenterPlacementPosition;
}
}
else
{
// TODO :: Check the data if it's consistent
Debug.Log($"targetSafeTile.ContainsPlayerType(currentPlayerTypeTurn): {targetSafeTile.ContainsPlayerType(currentPlayerTypeTurn)}");
if (!targetSafeTile.ContainsPlayerType(currentPlayerTypeTurn))
{
Debug.Log($"targetSafeTile.PlayerTypesCount: {targetSafeTile.PlayerTypesCount}");
if (targetSafeTile.PlayerTypesCount < 1) // he is the only player that is being added to the safe zone
{
targetSafeTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
targetPosition = targetTile.CenterPlacementPosition;
}
else
{
targetSafeTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
targetPosition = targetSafeTile.GetPlacementPoint(currentPlayerTypeTurn).position;
}
}
else
{
targetSafeTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
targetPosition = targetSafeTile.GetPlacementPoint(currentPlayerTypeTurn).position;
}
}
return targetPosition;
}
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);
@ -391,7 +442,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
playerPawn.SetPlayerState(PlayerState.HasFinished); playerPawn.SetPlayerState(PlayerState.HasFinished);
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished++; playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished++;
if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished == playerGameDatasDict[currentPlayerTypeTurn].playerPawns.Count) if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished == playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count)
{ {
CanRollDiceAgain = false; CanRollDiceAgain = false;

View File

@ -21,6 +21,11 @@ public class PlayerPawn : MonoBehaviour
get; private set; get; private set;
} }
public int PlayerId
{
get; private set;
}
private GameplayManager gameplayManager; private GameplayManager gameplayManager;
public void SetPlayerSelectionState(bool state) public void SetPlayerSelectionState(bool state)
@ -73,4 +78,9 @@ public class PlayerPawn : MonoBehaviour
{ {
gameplayManager = gameplayManager ?? InterfaceManager.Instance.GetInterfaceInstance<GameplayManager>(); gameplayManager = gameplayManager ?? InterfaceManager.Instance.GetInterfaceInstance<GameplayManager>();
} }
public void InitId(int id)
{
PlayerId = id;
}
} }

View File

@ -0,0 +1,89 @@
using UnityEngine;
using System.Linq;
using System.Collections.Generic;
public class SafeTile : Tile
{
[SerializeField] private Transform centerPlacementPoint;
[SerializeField] private Transform[] placementPoints;
protected Queue<Transform> placementQueue = new Queue<Transform>();
protected Dictionary<PlayerTypes, PlayerTileData> playerTypesDict = new Dictionary<PlayerTypes, PlayerTileData>();
public int PlayerTypesCount => playerTypesDict.Count;
public bool HasMoreThanOnePlayerType => playerTypesDict.Count > 1;
public List<PlayerPawn> GetPlayerPawns(PlayerTypes playerType) => playerTypesDict[playerType].playerPawns.Values.ToList();
public bool ContainsPlayerType(PlayerTypes playerType) => playerTypesDict.ContainsKey(playerType);
private void Awake()
{
foreach (var placement in placementPoints)
{
placementQueue.Enqueue(placement);
}
}
public override void InitPlayerPawn(PlayerPawn playerPawn, PlayerTypes playerType)
{
// PlayerPawn = playerPawn;
if (!playerTypesDict.ContainsKey(playerType))
{
playerTypesDict.Add(
playerType,
new PlayerTileData { playerCount = 1,
playerPawns = new Dictionary<int, PlayerPawn>()
});
playerTypesDict[playerType].playerPawns.Add(playerPawn.PlayerId, playerPawn);
playerTypesDict[playerType].commonPlacementTransform = placementQueue.Dequeue();
Debug.Log($"targetSafeTile. Adding player {playerType} {playerTypesDict[playerType].playerCount} tileName: {name}");
}
else
{
playerTypesDict[playerType].playerCount++;
Debug.Log($"targetSafeTile. Adding player {playerType} {playerTypesDict[playerType].playerCount}, tileName: {name}");
playerTypesDict[playerType].playerPawns.Add(playerPawn.PlayerId, playerPawn);
}
}
public void UpdateSafeZonePlayerData(PlayerTypes playerType, PlayerPawn playerPawn)
{
if (playerTypesDict.ContainsKey(playerType))
{
if (playerTypesDict[playerType].playerCount > 0)
{
Debug.Log($"targetSafeTile. Removing player {playerType} {playerTypesDict[playerType].playerCount}, tileName: {name}");
playerTypesDict[playerType].playerCount--;
Debug.Log($"targetSafeTile. Removing player {playerType} after: {playerTypesDict[playerType].playerCount}");
playerTypesDict[playerType].playerPawns.Remove(playerPawn.PlayerId);
if (playerTypesDict[playerType].playerCount == 0)
{
placementQueue.Enqueue(playerTypesDict[playerType].commonPlacementTransform);
playerTypesDict.Remove(playerType);
Debug.Log($"targetSafeTile. Removing player {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 + 1];
}
public Transform GetPlacementPoint(PlayerTypes playerType)
{
return playerTypesDict[playerType].commonPlacementTransform;
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 114033ff484fb492290f3118615ad4d8
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -1,106 +1,38 @@
using System.Collections.Generic;
using System.Linq;
using UnityEngine; using UnityEngine;
using System.Collections.Generic;
[System.Serializable]
public class PlayerPlacementData
{
public PlayerPawn pawn;
}
[System.Serializable] [System.Serializable]
public class PlayerTileData public class PlayerTileData
{ {
public int playerCount; public int playerCount;
public Transform placementTransform; public Transform commonPlacementTransform;
public List<PlayerPawn> playerPawns; public Dictionary<int, PlayerPawn> playerPawns;
} }
public class Tile : MonoBehaviour public class Tile : MonoBehaviour
{ {
[SerializeField] private bool isSafeZone = false; [SerializeField] protected bool isSafeZone = false;
[SerializeField] private Transform centerPlacementPoint;
[SerializeField] private Transform[] placementPoints;
private int lastOccupiedIndex = 0; public bool IsSafeZone => isSafeZone;
public Vector3 CenterPlacementPosition => transform.position;
protected int lastOccupiedIndex = 0;
public PlayerPawn PlayerPawn // Change implementation public PlayerPawn PlayerPawn // Change implementation
{ {
get; private set; get; private set;
} }
private Queue<Transform> placementQueue = new Queue<Transform>(); public virtual void InitPlayerPawn(PlayerPawn playerPawn, PlayerTypes playerType)
private Dictionary<PlayerTypes, PlayerTileData> playerTypesDict;
public int PlayerTypesCount => playerTypesDict.Count;
public bool HasMoreThanOnePlayerType => playerTypesDict.Count > 1;
public bool IsSafeZone => isSafeZone;
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;
} }
} }

View File

@ -38,11 +38,6 @@ public class TilesManager : MonoBehaviour, IBootLoader, IDataLoader, IBase
finishingTileDataPairs[tileData.playerType].Add(child); finishingTileDataPairs[tileData.playerType].Add(child);
} }
} }
foreach (var tile in generalTiles)
{
tile.Init(gameplayManager.PlayerTypesCollection.Count);
}
} }
public int GetFinishingTileDataLength(PlayerTypes playerType) => finishingTileDataPairs[playerType].Count; public int GetFinishingTileDataLength(PlayerTypes playerType) => finishingTileDataPairs[playerType].Count;
@ -52,7 +47,14 @@ public class TilesManager : MonoBehaviour, IBootLoader, IDataLoader, IBase
public Tile RetrieveTileBasedOnIndex(int index) public Tile RetrieveTileBasedOnIndex(int index)
{ {
Debug.Log($"RetrieveTileBasedOnIndex: Index: {index}"); Debug.Log($"RetrieveTileBasedOnIndex: Index: {index}");
return index == generalTiles.Length ? generalTiles[0] : generalTiles[index];
Tile tile = index == generalTiles.Length ? generalTiles[0] : generalTiles[index];
// if (tile.IsSafeZone)
// {
// return (SafeTile)tile;
// }
return tile;
} }
public Transform RetrievePositionForFinishingTile(PlayerTypes playerType, int index) public Transform RetrievePositionForFinishingTile(PlayerTypes playerType, int index)