Merge remote-tracking branch 'origin/Gameplay/main-gameplay' into Gameplay/siva-gameplay
# Conflicts: # Assets/External-Assets/packages/Project/Scripts/Gameplay/Snake and Ladder/DiceView.cs
This commit is contained in:
commit
9db1a39af7
@ -1,7 +1,9 @@
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using System;
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using System;
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.UI;
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using Random = UnityEngine.Random;
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public class DiceView : MonoBehaviour, IBase
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public class DiceView : MonoBehaviour, IBase
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{
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{
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@ -18,10 +20,14 @@ public class DiceView : MonoBehaviour, IBase
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[SerializeField] private float sideForce = 0.18f;
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[SerializeField] private float sideForce = 0.18f;
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[SerializeField] private float liftForce = 0.1f;
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[SerializeField] private float liftForce = 0.1f;
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private List<int> probabilityValues = new List<int>() { 3, 4, 5 };
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private Quaternion startRotation;
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private Quaternion startRotation;
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private Action<int> onRollingComplete = null;
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private Action<int> onRollingComplete = null;
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void Awake()
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private IRollBase rollBase = null;
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private bool hasNoActionOnRoll = false;
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private void Awake()
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{
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{
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rb = GetComponent<Rigidbody>();
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rb = GetComponent<Rigidbody>();
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rb.useGravity = false;
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rb.useGravity = false;
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@ -41,31 +47,31 @@ public class DiceView : MonoBehaviour, IBase
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}
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}
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}
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}
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IEnumerator RollRoutine()
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private IEnumerator RollRoutine()
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{
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{
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rolling = true;
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rolling = true;
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// MICRO DELAY → breaks physics sync between dice
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// MICRO DELAY → breaks physics sync between dice
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yield return new WaitForSeconds(UnityEngine.Random.Range(0.01f, 0.06f));
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yield return new WaitForSeconds(Random.Range(0.01f, 0.06f));
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rb.useGravity = true;
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rb.useGravity = true;
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// PER-DICE FORCE MULTIPLIER
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// PER-DICE FORCE MULTIPLIER
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float spinMultiplier = UnityEngine.Random.Range(0.8f, 1.25f);
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float spinMultiplier = Random.Range(0.8f, 1.25f);
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// RANDOM TORQUE
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// RANDOM TORQUE
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rb.AddTorque(
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rb.AddTorque(
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UnityEngine.Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
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Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
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UnityEngine.Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
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Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
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UnityEngine.Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
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Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
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ForceMode.Impulse
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ForceMode.Impulse
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);
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);
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// RANDOM SIDE FORCE
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// RANDOM SIDE FORCE
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Vector3 sideDir = new Vector3(
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Vector3 sideDir = new Vector3(
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UnityEngine.Random.Range(-1f, 1f),
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Random.Range(-1f, 1f),
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0f,
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0f,
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UnityEngine.Random.Range(-1f, 1f)
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Random.Range(-1f, 1f)
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).normalized;
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).normalized;
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rb.AddForce(sideDir * sideForce, ForceMode.Impulse);
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rb.AddForce(sideDir * sideForce, ForceMode.Impulse);
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@ -75,28 +81,44 @@ public class DiceView : MonoBehaviour, IBase
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yield return new WaitForSeconds(sideValueTime);
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yield return new WaitForSeconds(sideValueTime);
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int value = GetDiceValue();
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int rolledVal = 0;
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if (hasNoActionOnRoll)
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{
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if (rollBase.SixRollCount == 0)
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{
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rollBase.UpdateMaxRollCount(probabilityValues[Random.Range(0, probabilityValues.Count)]);
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}
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//TODO: Use the dice value as needed
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rollBase.UpdateSixRollCount();
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Debug.Log($"Dice rolled: {value}");
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rolledVal = rollBase.SixRollCount == rollBase.MaxRollCount ?
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Ludo_3D_Constants.Max_Dice_Rolls : GetDiceValue();
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}
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else
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{
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rolledVal = GetDiceValue();
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}
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if (rolledVal == Ludo_3D_Constants.Max_Dice_Rolls)
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ResetRollData();
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ResetDice();
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ResetDice();
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onRollingComplete?.Invoke(value);
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Debug.Log($"Dice rolled: {rolledVal}");
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onRollingComplete?.Invoke(rolledVal);
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}
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}
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int GetDiceValue()
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private int GetDiceValue()
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{
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{
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foreach (DiceSide side in diceSides)
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return Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1);
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{
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if (side.OnGround())
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return side.sideValue;
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}
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}
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return 1;
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public void ResetRollData()
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{
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if (rollBase != null) rollBase.ResetRollData();
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}
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}
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public void ResetDice()
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public void ResetDice()
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{
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{
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rollBase = null;
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rb.useGravity = false;
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rb.useGravity = false;
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rb.velocity = Vector3.zero;
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rb.velocity = Vector3.zero;
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rb.angularVelocity = Vector3.zero;
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rb.angularVelocity = Vector3.zero;
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@ -116,4 +138,13 @@ public class DiceView : MonoBehaviour, IBase
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transform.localRotation = startRotation;
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transform.localRotation = startRotation;
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onRollingComplete = null;
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onRollingComplete = null;
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}
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}
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public void InitOnNoActionsAfterRoll(IRollBase rollBase, bool state)
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{
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hasNoActionOnRoll = state;
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if (!state)
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return;
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this.rollBase = rollBase;
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}
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}
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}
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@ -8476,24 +8476,28 @@ MonoBehaviour:
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playersParent: {fileID: 1373272158}
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playersParent: {fileID: 1373272158}
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totalPawnsInHome: 0
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totalPawnsInHome: 0
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totalPawnsFinished: 0
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totalPawnsFinished: 0
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totalPawnsInFinishingPath: 0
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- playerType: 1
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- playerType: 1
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startIndex: 13
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startIndex: 13
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endIndex: 11
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endIndex: 11
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playersParent: {fileID: 1841959051}
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playersParent: {fileID: 1841959051}
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totalPawnsInHome: 0
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totalPawnsInHome: 0
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totalPawnsFinished: 0
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totalPawnsFinished: 0
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totalPawnsInFinishingPath: 0
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- playerType: 2
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- playerType: 2
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startIndex: 26
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startIndex: 26
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endIndex: 24
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endIndex: 24
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playersParent: {fileID: 1934858463}
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playersParent: {fileID: 1934858463}
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totalPawnsInHome: 0
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totalPawnsInHome: 0
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totalPawnsFinished: 0
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totalPawnsFinished: 0
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totalPawnsInFinishingPath: 0
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- playerType: 3
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- playerType: 3
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startIndex: 39
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startIndex: 39
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endIndex: 37
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endIndex: 37
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playersParent: {fileID: 1094154913}
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playersParent: {fileID: 1094154913}
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totalPawnsInHome: 0
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totalPawnsInHome: 0
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totalPawnsFinished: 0
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totalPawnsFinished: 0
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totalPawnsInFinishingPath: 0
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playerBaseHandler: {fileID: 433034051}
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playerBaseHandler: {fileID: 433034051}
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--- !u!4 &896294589 stripped
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--- !u!4 &896294589 stripped
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Transform:
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Transform:
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8
Assets/Scripts/Abstraction/Game.meta
Normal file
8
Assets/Scripts/Abstraction/Game.meta
Normal file
@ -0,0 +1,8 @@
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|
fileFormatVersion: 2
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|
guid: 05273ddf992ca4671b13f0b4b9dde85d
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|
folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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11
Assets/Scripts/Abstraction/Game/IRollBase.cs
Normal file
11
Assets/Scripts/Abstraction/Game/IRollBase.cs
Normal file
@ -0,0 +1,11 @@
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public interface IRollBase
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{
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public int SixRollCount { get; }
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public int MaxRollCount { get; }
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void UpdateSixRollCount();
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void UpdateMaxRollCount(int val);
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void ResetRollData();
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}
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11
Assets/Scripts/Abstraction/Game/IRollBase.cs.meta
Normal file
11
Assets/Scripts/Abstraction/Game/IRollBase.cs.meta
Normal file
@ -0,0 +1,11 @@
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|
fileFormatVersion: 2
|
||||||
|
guid: 4683cbbafe11541cf8a71cdd12df62ac
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|
MonoImporter:
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|
externalObjects: {}
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|
serializedVersion: 2
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|
defaultReferences: []
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|
executionOrder: 0
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|
icon: {instanceID: 0}
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userData:
|
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|
assetBundleName:
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assetBundleVariant:
|
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@ -76,7 +76,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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private bool CanRollDiceAgain = false; // used for when you get a 6 or when you reach the finish point
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private bool CanRollDiceAgain = false; // used for when you get a 6 or when you reach the finish point
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private int diceSixRollCounter = 0;
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private int diceSixRollCounter = 0;
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private List<PlayerPawn> availPlayers = new List<PlayerPawn>();
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private List<PlayerPawn> availPlayersToMove = new List<PlayerPawn>();
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private bool canSwitchPlayer = true;
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private bool canSwitchPlayer = true;
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public bool CanRollDiceForUser
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public bool CanRollDiceForUser
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@ -169,7 +169,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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private void HandleDiceRollWithDelay()
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private void HandleDiceRollWithDelay()
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{
|
{
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Invoke(nameof(HandleDiceRoll), botDiceRollDelay);
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Invoke(nameof(RollDiceForBot), botDiceRollDelay);
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}
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}
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private void InitBotRuntimeData()
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private void InitBotRuntimeData()
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@ -268,7 +268,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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currentPlayerTurnTimer.Init(currentPlayerTurnMaxTime, onComplete: () =>
|
currentPlayerTurnTimer.Init(currentPlayerTurnMaxTime, onComplete: () =>
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{
|
{
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Debug.Log($"currentPlayerTurnTimer: HandleDiceViewForUser");
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Debug.Log($"currentPlayerTurnTimer: HandleDiceViewForUser");
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diceRollHandler.HandleDiceViewForUser();
|
RollDiceForUser();
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}, inProgress: (remTime) =>
|
}, inProgress: (remTime) =>
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{
|
{
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uIManager.UpdatePlayerTurnText(currentPlayerTypeTurn, currentPlayerTurnMaxTime - (int)remTime);
|
uIManager.UpdatePlayerTurnText(currentPlayerTypeTurn, currentPlayerTurnMaxTime - (int)remTime);
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@ -350,7 +350,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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public void OnDiceInteracted()
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public void OnDiceInteracted()
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{
|
{
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ResetCurrentPlayerTurnTimer();
|
ResetCurrentPlayerTurnTimer();
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diceRollHandler.HandleDiceViewForUser();
|
RollDiceForUser();
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}
|
}
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|
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public void RollDiceForPlayer(int rolledVal)
|
public void RollDiceForPlayer(int rolledVal)
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@ -397,7 +397,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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// What happens when you get a 6
|
// What happens when you get a 6
|
||||||
private void SelectPawnFromBotBase()
|
private void SelectPawnFromBotBase()
|
||||||
{
|
{
|
||||||
if (canSwitchPlayer || availPlayers.Count() < 1 && !CanRollDiceAgain || !botTypesInGame.Contains(currentPlayerTypeTurn))
|
if (canSwitchPlayer || availPlayersToMove.Count() < 1 && !CanRollDiceAgain || !botTypesInGame.Contains(currentPlayerTypeTurn))
|
||||||
{
|
{
|
||||||
Debug.Log($"returning from SelectPawnFromBotBase");
|
Debug.Log($"returning from SelectPawnFromBotBase");
|
||||||
return; // Have a better check here
|
return; // Have a better check here
|
||||||
@ -409,7 +409,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
int savedPlayerId = -1;
|
int savedPlayerId = -1;
|
||||||
PlayerPawn pawn = null;
|
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)
|
if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInHome == 0)
|
||||||
{
|
{
|
||||||
@ -429,7 +429,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
}
|
}
|
||||||
|
|
||||||
Debug.Log($"Before Iterating");
|
Debug.Log($"Before Iterating");
|
||||||
foreach (var playerPawn in availPlayers)
|
foreach (var playerPawn in availPlayersToMove)
|
||||||
{
|
{
|
||||||
int possibleSteps = 0;
|
int possibleSteps = 0;
|
||||||
Tile possibleTileData = null;
|
Tile possibleTileData = null;
|
||||||
@ -516,7 +516,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (CanRollDiceAgain)
|
if (CanRollDiceAgain)
|
||||||
HandleDiceRoll();
|
RollDiceForBot();
|
||||||
else
|
else
|
||||||
SwitchPlayer();
|
SwitchPlayer();
|
||||||
}
|
}
|
||||||
@ -571,6 +571,8 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
return possibleSteps > TilesManager.GetGeneralTilesLength() - 1;
|
return possibleSteps > TilesManager.GetGeneralTilesLength() - 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private bool HasNoPlayersTravelling() => Mathf.Abs(availPlayersToMove.Count - playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath) < 1;
|
||||||
|
|
||||||
public void OnDiceRolled(int rolledVal)
|
public void OnDiceRolled(int rolledVal)
|
||||||
{
|
{
|
||||||
SetCanRollDiceForUser(false);
|
SetCanRollDiceForUser(false);
|
||||||
@ -580,15 +582,10 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
Debug.Log($"Tile Index :: LUDO :: rolledVal: {rolledVal} :: {currentPlayerTypeTurn}");
|
Debug.Log($"Tile Index :: LUDO :: rolledVal: {rolledVal} :: {currentPlayerTypeTurn}");
|
||||||
diceRolledValue = rolledVal;
|
diceRolledValue = rolledVal;
|
||||||
diceText.text = $"{diceRolledValue}";
|
diceText.text = $"{diceRolledValue}";
|
||||||
availPlayers = new List<PlayerPawn>();
|
|
||||||
|
|
||||||
if (!CanRollDiceAgain)
|
if (!CanRollDiceAgain)
|
||||||
{
|
{
|
||||||
UpdateActivePlayersAndSetDisplay(true);
|
SetDisplayCountForAllAvailPlayers(true);
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
InitActivePlayers();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (rolledVal == Ludo_3D_Constants.Max_Dice_Rolls)
|
if (rolledVal == Ludo_3D_Constants.Max_Dice_Rolls)
|
||||||
@ -598,6 +595,25 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
// also play a simple animation before selecting
|
// also play a simple animation before selecting
|
||||||
CanRollDiceAgain = true;
|
CanRollDiceAgain = true;
|
||||||
diceSixRollCounter++;
|
diceSixRollCounter++;
|
||||||
|
|
||||||
|
if (botTypesInGame != null && !botTypesInGame.Contains(currentPlayerTypeTurn))
|
||||||
|
{
|
||||||
|
if (availPlayersToMove.Count < 1 || HasNoPlayersTravelling())
|
||||||
|
{
|
||||||
|
if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInHome > 0)
|
||||||
|
{
|
||||||
|
OnPawnSelected(playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values
|
||||||
|
.FirstOrDefault(pawn => pawn.GetPlayerState() == PlayerState.InHome));
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInHome < 1 && CanMoveSoloPlayer())
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
#if UNITY_EDITOR
|
#if UNITY_EDITOR
|
||||||
pointerMeshRend.material = selectMat;
|
pointerMeshRend.material = selectMat;
|
||||||
#endif
|
#endif
|
||||||
@ -616,54 +632,73 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
Debug.Log($"### EnablePlayerSelectionStates");
|
Debug.Log($"### EnablePlayerSelectionStates");
|
||||||
|
|
||||||
EnablePlayerSelectionStates(true);
|
EnablePlayerSelectionStates(true);
|
||||||
|
|
||||||
// pointerMeshRend.materials[0] = selectMat;
|
// pointerMeshRend.materials[0] = selectMat;
|
||||||
}
|
}
|
||||||
else // if there are any other pawns that are in safe or moving state
|
else // if there are any other pawns that are in safe or moving state
|
||||||
{
|
{
|
||||||
// for player's logic
|
Debug.Log($"before CustomAvailablePlayers: {availPlayersToMove.Count}");
|
||||||
|
|
||||||
int customAvailPlayers = availPlayers.Count();
|
|
||||||
Debug.Log($"before CustomAvailablePlayers: {customAvailPlayers}");
|
|
||||||
List<int> indexesToRemove = new List<int>();
|
List<int> indexesToRemove = new List<int>();
|
||||||
|
|
||||||
for (int i = 0; i < availPlayers.Count; i++)
|
for (int i = 0; i < availPlayersToMove.Count; i++)
|
||||||
{
|
{
|
||||||
Debug.Log($"## 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}");
|
Debug.Log($"diceRolledValue: {diceRolledValue}, FinishingDataLen: {TilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn)}, playerPawn.CurrentTileIndex: {availPlayersToMove[i].CurrentTileIndex}");
|
||||||
if (diceRolledValue <= TilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - (availPlayers[i].CurrentTileIndex + 1))
|
if (diceRolledValue <= TilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - (availPlayersToMove[i].CurrentTileIndex + 1))
|
||||||
{
|
{
|
||||||
availPlayers[i].SetPlayerSelectionState(true);
|
availPlayersToMove[i].SetPlayerSelectionState(true);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
indexesToRemove.Add(i);
|
indexesToRemove.Add(i);
|
||||||
availPlayers[i].SetPlayerSelectionState(false);
|
availPlayersToMove[i].SetPlayerSelectionState(false);
|
||||||
availPlayers[i].ShowPlayerCountCanvas(false);
|
availPlayersToMove[i].ShowPlayerCountCanvas(false);
|
||||||
customAvailPlayers--;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
availPlayers[i].SetPlayerSelectionState(true);
|
availPlayersToMove[i].SetPlayerSelectionState(true);
|
||||||
}
|
}
|
||||||
|
|
||||||
for (int idx = indexesToRemove.Count - 1; idx >= 0; idx--)
|
for (int idx = indexesToRemove.Count - 1; idx >= 0; idx--)
|
||||||
availPlayers.RemoveAt(idx);
|
availPlayersToMove.RemoveAt(idx);
|
||||||
|
|
||||||
// if (availPlayers.Count() < 1)
|
Debug.Log($"CustomAvailablePlayers: {availPlayersToMove.Count}");
|
||||||
Debug.Log($"CustomAvailablePlayers: {customAvailPlayers}");
|
canSwitchPlayer = availPlayersToMove.Count < 1;
|
||||||
canSwitchPlayer = customAvailPlayers < 1;
|
|
||||||
CanRollDiceAgain = false;
|
CanRollDiceAgain = false;
|
||||||
|
|
||||||
|
if (botTypesInGame != null && !botTypesInGame.Contains(currentPlayerTypeTurn) &&
|
||||||
|
availPlayersToMove.Count > 0)
|
||||||
|
{
|
||||||
|
if (CanMoveSoloPlayer())
|
||||||
|
{
|
||||||
|
EnablePlayerSelectionStates(false);
|
||||||
|
OnPawnSelected(availPlayersToMove[0]);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
Debug.Log($"CanRollDiceAgain: {CanRollDiceAgain}, canSwitchPlayer: {canSwitchPlayer}");
|
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)
|
private void UpdateActivePlayersAndSetDisplay(bool state)
|
||||||
{
|
{
|
||||||
InitActivePlayers();
|
InitActivePlayers();
|
||||||
@ -672,7 +707,8 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
|
|
||||||
private void InitActivePlayers()
|
private void InitActivePlayers()
|
||||||
{
|
{
|
||||||
availPlayers = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values.Select(pawn => pawn)
|
availPlayersToMove = new List<PlayerPawn>();
|
||||||
|
availPlayersToMove = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values.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).ToList();
|
pawn.GetPlayerState() == PlayerState.InFinishingPath).ToList();
|
||||||
@ -710,16 +746,48 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
{
|
{
|
||||||
if (CanRollDiceAgain)
|
if (CanRollDiceAgain)
|
||||||
{
|
{
|
||||||
HandleDiceRoll();
|
RollDiceForBot();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void HandleDiceRoll()
|
private void RollDiceForUser()
|
||||||
|
{
|
||||||
|
InitActivePlayers();
|
||||||
|
bool canUsePawnsFromHome = CanUsePawnsFromHome();
|
||||||
|
diceRollHandler.HandleDiceViewForUser(
|
||||||
|
hasNoActionOnRoll: canUsePawnsFromHome,
|
||||||
|
playerBase: canUsePawnsFromHome ? PlayerBaseHandler.GetPlayerBase(currentPlayerTypeTurn) : null);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void RollDiceForBot()
|
||||||
|
{
|
||||||
|
InitActivePlayers();
|
||||||
|
HandleDiceRollForBot();
|
||||||
|
}
|
||||||
|
|
||||||
|
/***
|
||||||
|
* Summary:
|
||||||
|
* Scenario where the user/bot has no other move when some of the pawns/characters out of home
|
||||||
|
* are in finishing path and doesn't have a move from dice rolled value
|
||||||
|
*/
|
||||||
|
private bool CanUsePawnsFromHome()
|
||||||
|
{
|
||||||
|
return playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInHome > 0 && HasNoPlayersTravelling();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleDiceRollForBot()
|
||||||
{
|
{
|
||||||
if (isDebugAITest)
|
if (isDebugAITest)
|
||||||
diceRollHandler.HandleDiceViewForBot((rollVal) => RollDiceForBot(rollVal), diceValue == 0 ? UnityEngine.Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1) : diceValue);
|
diceRollHandler.HandleDiceViewForBot((rollVal) => RollDiceForBot(rollVal),
|
||||||
|
diceValue == 0 ? UnityEngine.Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1) : diceValue);
|
||||||
else
|
else
|
||||||
diceRollHandler.HandleDiceViewForBot((rollVal) => RollDiceForBot(rollVal));
|
{
|
||||||
|
bool canUsePawnsFromHome = CanUsePawnsFromHome();
|
||||||
|
diceRollHandler.HandleDiceViewForBot(
|
||||||
|
(rollVal) => RollDiceForBot(rollVal),
|
||||||
|
hasNoActionOnRoll: canUsePawnsFromHome,
|
||||||
|
playerBase: canUsePawnsFromHome ? PlayerBaseHandler.GetPlayerBase(currentPlayerTypeTurn) : null);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnPawnSelected(PlayerPawn selectedPawn)
|
public void OnPawnSelected(PlayerPawn selectedPawn)
|
||||||
@ -772,6 +840,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
else if (selectedPawn.CurrentTileIndex == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
|
else if (selectedPawn.CurrentTileIndex == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
|
||||||
{
|
{
|
||||||
TilesManager.RetrieveTileBasedOnIndex(selectedPawn.CurrentTileIndex).ResetPlayerPawn(selectedPawn);
|
TilesManager.RetrieveTileBasedOnIndex(selectedPawn.CurrentTileIndex).ResetPlayerPawn(selectedPawn);
|
||||||
|
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath++;
|
||||||
ApplyFinishingPathLogic(selectedPawn);
|
ApplyFinishingPathLogic(selectedPawn);
|
||||||
}
|
}
|
||||||
else if (selectedPawn.GetPlayerState() == PlayerState.InSafeZone || selectedPawn.GetPlayerState() == PlayerState.Moving)
|
else if (selectedPawn.GetPlayerState() == PlayerState.InSafeZone || selectedPawn.GetPlayerState() == PlayerState.Moving)
|
||||||
@ -845,10 +914,10 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
Debug.Log($"currentPlayerTurn: {currentPlayerTypeTurn}");
|
Debug.Log($"currentPlayerTurn: {currentPlayerTypeTurn}");
|
||||||
Debug.Log($"currentPlayerTurnIndex: {currentPlayerTurnIndex}");
|
Debug.Log($"currentPlayerTurnIndex: {currentPlayerTurnIndex}");
|
||||||
|
|
||||||
Debug.Log($"before SwitchPlayer availPlayers: {availPlayers.Count}, playerPawn: {playerPawn}");
|
Debug.Log($"before SwitchPlayer availPlayers: {availPlayersToMove.Count}, playerPawn: {playerPawn}");
|
||||||
|
|
||||||
UpdateActivePlayersAndSetDisplay(false);
|
UpdateActivePlayersAndSetDisplay(false);
|
||||||
Debug.Log($"after SwitchPlayer availPlayers: {availPlayers.Count}, playerPawn: {playerPawn}");
|
Debug.Log($"after SwitchPlayer availPlayers: {availPlayersToMove.Count}, playerPawn: {playerPawn}");
|
||||||
Debug.Log($"after allPlayerTypes.Count: {allPlayerTypes.Count}");
|
Debug.Log($"after allPlayerTypes.Count: {allPlayerTypes.Count}");
|
||||||
|
|
||||||
if (allPlayerTypes.Count == 0)
|
if (allPlayerTypes.Count == 0)
|
||||||
@ -908,11 +977,11 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
{
|
{
|
||||||
if (state)
|
if (state)
|
||||||
{
|
{
|
||||||
availPlayers.ForEach(pawn => ShowUpdatedPlayerCountOnTile(pawn));
|
availPlayersToMove.ForEach(pawn => ShowUpdatedPlayerCountOnTile(pawn));
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
availPlayers.ForEach(pawn => pawn.ShowPlayerCountCanvas(false));
|
availPlayersToMove.ForEach(pawn => pawn.ShowPlayerCountCanvas(false));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -950,6 +1019,9 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
{
|
{
|
||||||
// MoveThroughTiles(playerPawn, index, targetIndex);
|
// MoveThroughTiles(playerPawn, index, targetIndex);
|
||||||
Debug.Log($"TargetIdx: {targetIndex - index}");
|
Debug.Log($"TargetIdx: {targetIndex - index}");
|
||||||
|
if (index == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
|
||||||
|
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath++;
|
||||||
|
|
||||||
CheckForGamePause(() => MoveThroughFinishingPath(playerPawn, 0, targetIndex - index));
|
CheckForGamePause(() => MoveThroughFinishingPath(playerPawn, 0, targetIndex - index));
|
||||||
}
|
}
|
||||||
else if (nextTileIndex <= targetIndex)
|
else if (nextTileIndex <= targetIndex)
|
||||||
@ -1067,7 +1139,9 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
// ShowUpdatedPlayerCountOnTile(playerPawn);
|
// ShowUpdatedPlayerCountOnTile(playerPawn);
|
||||||
|
|
||||||
UpdatePlayerState(playerPawn, PlayerState.HasFinished);
|
UpdatePlayerState(playerPawn, PlayerState.HasFinished);
|
||||||
|
|
||||||
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished++;
|
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished++;
|
||||||
|
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath--;
|
||||||
|
|
||||||
Debug.Log($"playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished: {playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished}");
|
Debug.Log($"playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished: {playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished}");
|
||||||
Debug.Log($"playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count: {playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count}");
|
Debug.Log($"playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count: {playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count}");
|
||||||
@ -1187,7 +1261,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
|
|
||||||
playerGameDatasDict = null;
|
playerGameDatasDict = null;
|
||||||
playerDatas = null;
|
playerDatas = null;
|
||||||
availPlayers = null;
|
availPlayersToMove = null;
|
||||||
|
|
||||||
botTypesInGame = null;
|
botTypesInGame = null;
|
||||||
botRuntimeMovementData = null;
|
botRuntimeMovementData = null;
|
||||||
|
|||||||
@ -7,13 +7,18 @@ public class BasePlacementData
|
|||||||
public Transform placementTransform;
|
public Transform placementTransform;
|
||||||
}
|
}
|
||||||
|
|
||||||
public class PlayerBase : MonoBehaviour
|
public class PlayerBase : MonoBehaviour, IRollBase
|
||||||
{
|
{
|
||||||
[SerializeField] private PlayerType playerType;
|
[SerializeField] private PlayerType playerType;
|
||||||
[SerializeField] private BasePlacementData[] basePlacementDatas;
|
[SerializeField] private BasePlacementData[] basePlacementDatas;
|
||||||
[SerializeField] private PlayerPawn[] playerPawns;
|
[SerializeField] private PlayerPawn[] playerPawns;
|
||||||
[SerializeField] private GameObject playerBaseEffect;
|
[SerializeField] private GameObject playerBaseEffect;
|
||||||
|
|
||||||
|
private int sixRollCount, maxRollCount;
|
||||||
|
|
||||||
|
public int SixRollCount => sixRollCount;
|
||||||
|
public int MaxRollCount => maxRollCount;
|
||||||
|
|
||||||
public bool IsBotBase
|
public bool IsBotBase
|
||||||
{
|
{
|
||||||
get; private set;
|
get; private set;
|
||||||
@ -21,6 +26,22 @@ public class PlayerBase : MonoBehaviour
|
|||||||
|
|
||||||
public PlayerType GetPlayerType() => playerType;
|
public PlayerType GetPlayerType() => playerType;
|
||||||
|
|
||||||
|
public void UpdateSixRollCount()
|
||||||
|
{
|
||||||
|
sixRollCount++;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ResetRollData()
|
||||||
|
{
|
||||||
|
sixRollCount = 0;
|
||||||
|
maxRollCount = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void UpdateMaxRollCount(int val)
|
||||||
|
{
|
||||||
|
maxRollCount = val;
|
||||||
|
}
|
||||||
|
|
||||||
public void InitPlayerData()
|
public void InitPlayerData()
|
||||||
{
|
{
|
||||||
for (int idx = 0; idx < basePlacementDatas.Length; idx++)
|
for (int idx = 0; idx < basePlacementDatas.Length; idx++)
|
||||||
|
|||||||
@ -1,6 +1,5 @@
|
|||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
|
||||||
[System.Serializable]
|
[System.Serializable]
|
||||||
public class PlayerBaseData
|
public class PlayerBaseData
|
||||||
|
|||||||
@ -27,6 +27,7 @@ public class PlayerGameData
|
|||||||
public Dictionary<int, PlayerPawn> playerPawnsDict;
|
public Dictionary<int, PlayerPawn> playerPawnsDict;
|
||||||
public int totalPawnsInHome = 0;
|
public int totalPawnsInHome = 0;
|
||||||
public int totalPawnsFinished = 0;
|
public int totalPawnsFinished = 0;
|
||||||
|
public int totalPawnsInFinishingPath = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
[System.Serializable]
|
[System.Serializable]
|
||||||
|
|||||||
@ -29,7 +29,7 @@ public class DiceRollHandler : MonoBehaviour
|
|||||||
inputManager.SetDiceRollValue(rolledVal);
|
inputManager.SetDiceRollValue(rolledVal);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void HandleDiceViewForUser()
|
public void HandleDiceViewForUser(bool hasNoActionOnRoll = false, PlayerBase playerBase = null)
|
||||||
{
|
{
|
||||||
if (!inputManager.GameplayManager.CanRollDiceForUser) return;
|
if (!inputManager.GameplayManager.CanRollDiceForUser) return;
|
||||||
|
|
||||||
@ -39,11 +39,17 @@ public class DiceRollHandler : MonoBehaviour
|
|||||||
if (inputManager.GameplayManager.IsDebugPlayerTest)
|
if (inputManager.GameplayManager.IsDebugPlayerTest)
|
||||||
OnUserDiceRollComplete(GetDiceTestVal());
|
OnUserDiceRollComplete(GetDiceTestVal());
|
||||||
else
|
else
|
||||||
diceView.Roll(onComplete: (rolledVal) => OnUserDiceRollComplete(rolledVal), false);
|
{
|
||||||
|
diceView.InitOnNoActionsAfterRoll(playerBase, hasNoActionOnRoll);
|
||||||
|
diceView.Roll(
|
||||||
|
(rolledVal) => OnUserDiceRollComplete(rolledVal),
|
||||||
|
false);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void HandleDiceViewForBot(Action<int> onComplete)
|
public void HandleDiceViewForBot(Action<int> onComplete, bool hasNoActionOnRoll = false, PlayerBase playerBase = null)
|
||||||
{
|
{
|
||||||
|
diceView.InitOnNoActionsAfterRoll(playerBase, hasNoActionOnRoll);
|
||||||
diceView.Roll(onComplete: onComplete, true);
|
diceView.Roll(onComplete: onComplete, true);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user