Fixes: Player data is still cached after leaving end index of general tiles,

This commit is contained in:
Ashby Issac 2026-01-29 19:48:25 +05:30
parent 025b13a400
commit be79221cbd

View File

@ -236,7 +236,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
{
Debug.Log($"Switching player");
SwitchPlayer();
CanRollDice = true;
SetCanRollDiceForUser(currentPlayerTypeTurn, true);
}
// else if (botTypesInGame.Contains(currentPlayerTypeTurn) && CanRollDiceAgain)
// {
@ -416,7 +416,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
public void OnDiceRolled(int rolledVal)
{
CanRollDice = false;
SetCanRollDiceForUser(currentPlayerTypeTurn, false);
// add core dice logic here
Debug.Log($"Tile Index :: LUDO :: rolledVal: {rolledVal} :: {currentPlayerTypeTurn}");
@ -439,7 +439,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
Debug.Log($"### AreAllPawnsInFinishingPath");
if (AreAllPawnsInFinishingPath())
{
CanRollDice = true;
SetCanRollDiceForUser(currentPlayerTypeTurn, true);
return;
}
@ -552,7 +552,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
{
playerGameDatasDict[playerGameData.playerType].totalPawnsInHome--;
CanRollDice = true;
SetCanRollDiceForUser(playerPawn.PlayerType, true);
UpdatePlayerState(playerPawn, PlayerState.InSafeZone);
if (playerPawn.IsBotPlayer)
CheckDiceRollForBot(playerPawn);
@ -561,15 +561,14 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
return;
}
else if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath
|| playerPawn.CurrentTileIndex == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
else if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath)
{
int finishingPathIndex = GetNextFinishingTileIndex(playerPawn);
int targetIdx = finishingPathIndex + diceRolledValue > tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1 ?
tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1 : finishingPathIndex + diceRolledValue;
Debug.Log($"TargetIdx: {targetIdx}, finishingPathIndex: {finishingPathIndex}");
MoveThroughFinishingPath(playerPawn, finishingPathIndex, targetIdx);
ApplyFinishingPathLogic(playerPawn);
}
else if (playerPawn.CurrentTileIndex == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
{
tilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex).ResetPlayerPawn(playerPawn);
ApplyFinishingPathLogic(playerPawn);
}
else if (playerPawn.GetPlayerState() == PlayerState.InSafeZone || playerPawn.GetPlayerState() == PlayerState.Moving)
{
@ -605,6 +604,17 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
}
}
private void ApplyFinishingPathLogic(PlayerPawn playerPawn)
{
int finishingPathIndex = GetNextFinishingTileIndex(playerPawn);
int targetIdx = finishingPathIndex + diceRolledValue > tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1 ?
tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1 : finishingPathIndex + diceRolledValue;
Debug.Log($"TargetIdx: {targetIdx}, finishingPathIndex: {finishingPathIndex}");
MoveThroughFinishingPath(playerPawn, finishingPathIndex, targetIdx);
}
public int GetNextGeneralTileIndex(PlayerPawn playerPawn)
{
return playerPawn.CurrentTileIndex == tilesManager.GetGeneralTilesLength() - 1 ? 0 : playerPawn.CurrentTileIndex + 1;
@ -720,8 +730,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
// play animation for moving back to base.
// TODO :: Send existing pawn back to base.
// means there's already a pawn there, move him back to the base.
var counter = nextTile.TotalPawnsInTile;
int counter = nextTile.TotalPawnsInTile;
for (int i = counter; i > 0; i--)
{
var pawn = nextTile.GetPlayerPawn();
@ -735,13 +744,28 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
playerGameDatasDict[pawn.PlayerType].totalPawnsInHome++;
pawn.MoveBackToHome(playerBasePos);
}
CanRollDiceAgain = true;
if (playerPawn.IsBotPlayer)
CheckDiceRollForBot(playerPawn);
else
SetCanRollDiceForUser(playerPawn.PlayerType, true);
}
nextTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
}
else
{
if (playerPawn.IsBotPlayer && CanRollDiceAgain)
CheckDiceRollForBot(playerPawn);
}
if (!CanRollDiceAgain)
{
SwitchPlayer(playerPawn);
CanRollDice = true;
SetCanRollDiceForUser(playerPawn.PlayerType, true);
}
}
},
index);
@ -856,9 +880,16 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
SwitchPlayer();
}
CanRollDice = true;
SetCanRollDiceForUser(playerPawn.PlayerType, true);
}
},
index);
}
private void SetCanRollDiceForUser(PlayerType playerType, bool state)
{
if (botTypesInGame.Contains(playerType)) return;
CanRollDice = true;
}
}