Added player count visual updates

This commit is contained in:
alantrix0012 2026-01-30 19:04:14 +05:30
parent 9afdacde72
commit d20503fd9b
11 changed files with 752 additions and 30 deletions

View File

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@ -96,7 +96,8 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
{
tilesManager = InterfaceManager.Instance.GetInterfaceInstance<TilesManager>();
InitPlayerTypesForBotMatch(PlayerType.Player1, 3);
// InitPlayerTypesForBotMatch(PlayerType.Player1, 3);
InitPlayerTypesForPVP(new List<PlayerType> { PlayerType.Player1, PlayerType.Player2, PlayerType.Player3, PlayerType.Player4 });
}
// TODO :: Call when the UI selection is made and game starts
@ -518,6 +519,16 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
.Where(pawn => pawn.GetPlayerState() == PlayerState.InSafeZone ||
pawn.GetPlayerState() == PlayerState.Moving ||
pawn.GetPlayerState() == PlayerState.InFinishingPath).ToList();
Debug.Log($"#### UpdatePlayerState in InitActivePlayers ");
foreach (var pawn in playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values)
{
Debug.Log($"pawn: {pawn.name}, state: {pawn.GetPlayerState()}");
}
foreach (var player in availPlayers) // TODO :: Move from here
{
DisplayPlayerCountOnTile(player, true);
}
}
private bool AreAllPawnsInFinishingPath()
@ -542,6 +553,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
private void UpdatePlayerState(PlayerPawn playerPawn, PlayerState playerState)
{
Debug.Log($"#### UpdatePlayerState ");
playerGameDatasDict[playerPawn.PlayerType].playerPawnsDict[playerPawn.PlayerId] = playerPawn;
playerGameDatasDict[playerPawn.PlayerType].playerPawnsDict[playerPawn.PlayerId].SetPlayerState(playerState);
playerPawn.SetPlayerState(playerState);
@ -557,7 +569,8 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
private void HandleDiceRoll()
{
diceRollHandler.HandleDiceViewForBot((rollVal) => RollDiceForBot(rollVal));
// diceRollHandler.HandleDiceViewForBot((rollVal) => RollDiceForBot(rollVal));
diceRollHandler.HandleDiceViewForBot((rollVal) => RollDiceForBot(rollVal), diceValue == 0 ? UnityEngine.Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1) : diceValue);
}
public void OnPawnSelected(PlayerPawn playerPawn)
@ -567,16 +580,19 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
PlayerGameData playerGameData = playerGameDatasDict[currentPlayerTypeTurn];
Debug.Log($"playerPawn.GetPlayerState(): {playerPawn.GetPlayerState()}");
if (playerPawn.GetPlayerState() == PlayerState.InHome)
{
Tile targetTile = tilesManager.RetrieveTileBasedOnIndex(playerGameData.startIndex);
DisplayPlayerCountOnTile(playerPawn, false);
playerPawn.MoveToTile(
GetAndInitPositionInsideSafeZone(playerPawn, targetTile),
onComplete: () =>
{
playerGameDatasDict[playerGameData.playerType].totalPawnsInHome--;
UpdatePlayerState(playerPawn, PlayerState.InSafeZone);
DisplayPlayerCountOnTile(playerPawn, true);
if (CheckForMaxDiceRollAttempt())
{
return;
@ -615,6 +631,13 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
{
SafeTile safeTile = (SafeTile)currentSittingTile;
safeTile.UpdateSafeZonePlayerData(currentPlayerTypeTurn, playerPawn);
// DisplayPlayerCountOnTile(playerPawn, false);
// if (safeTile.PlayerTypesCount > 0)
// {
// var pawns = safeTile.GetPlayerPawns(playerPawn.PlayerType);
// foreach (var pawn in pawns)
// DisplayPlayerCountOnTile(pawn, true);
// }
if (safeTile.PlayerTypesCount == 1)
{
@ -658,12 +681,24 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
private void SwitchPlayer(PlayerPawn playerPawn = null)
{
Debug.Log($"CallTest: SwitchPlayer");
if (playerPawn)
UpdatePlayerState(playerPawn, tilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex).IsSafeZone ? PlayerState.InSafeZone : PlayerState.Moving);
if (!CanRollDiceAgain)
{
Debug.Log($"currentPlayerTurn: {currentPlayerTypeTurn}");
Debug.Log($"currentPlayerTurnIndex: {currentPlayerTurnIndex}");
Debug.Log($"before SwitchPlayer availPlayers: {availPlayers.Count}, playerPawn: {playerPawn}");
if (availPlayers.Count < 1)
InitActivePlayers();
Debug.Log($"after SwitchPlayer availPlayers: {availPlayers.Count}, playerPawn: {playerPawn}");
foreach (var pawn in availPlayers)
{
DisplayPlayerCountOnTile(pawn, false);
}
if (allPlayerTypes.Count == 1)
{
Debug.LogError($"GAME IS OVER");
@ -683,6 +718,12 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
diceSixRollCounter = 0;
diceText.text = $"{0}";
InitActivePlayers();
foreach (var pawn in availPlayers)
{
DisplayPlayerCountOnTile(pawn, true);
}
}
SetCanRollDiceForUser(!botTypesInGame.Contains(currentPlayerTypeTurn));
@ -693,9 +734,6 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
pointerMeshRend.material = turnMat;
// pointerMeshRend.materials[0] = turnMat;
if (playerPawn)
UpdatePlayerState(playerPawn, tilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex).IsSafeZone ? PlayerState.InSafeZone : PlayerState.Moving);
Debug.Log($"botTypesInGame.Contains(currentPlayerTypeTurn): {botTypesInGame.Contains(currentPlayerTypeTurn)}");
if (botTypesInGame.Contains(currentPlayerTypeTurn)) // TODO :: Double check calling of the function
@ -722,6 +760,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
}
Debug.Log($"tile targetPosition: {targetPosition}");
DisplayPlayerCountOnTile(playerPawn, false);
playerPawn.MoveToTile(
targetPosition,
@ -752,6 +791,10 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
{
// TODO :: Improve this logic, use a collection
Debug.Log($"nextTile.IsSafeZone: {nextTile.IsSafeZone}");
if (CanRollDiceAgain)
DisplayPlayerCountOnTile(playerPawn, true);
if (!nextTile.IsSafeZone)
{
Debug.Log($"nextTile.HasPawnsAvailable: {nextTile.HasPawnsAvailable}");
@ -949,4 +992,26 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
CanRollDiceForUser = state;
Debug.Log($"CAnRollDiceForUser: {CanRollDiceForUser}");
}
private void DisplayPlayerCountOnTile(PlayerPawn playerPawn, bool show)
{
Tile tile = tilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex);
Debug.Log($"Displaycount: {playerPawn.name} on tile: {tile.name}, show: {show}");
playerPawn.ShowPlayerCountCanvas(show);
if (!show) return;
int count = 0;
if (tile.IsSafeZone)
{
count = (tile as SafeTile).GetPlayerPawnsCountInTile(playerPawn.PlayerType);
}
else
{
count = tile.TotalPawnsInTile;
}
playerPawn.GetComponentInChildren<PlayerCountCanvas>().SetPlayerCount(count);
}
}

View File

@ -21,6 +21,10 @@ public class PlayerPawn : MonoBehaviour
{
[SerializeField] private PlayerState playerState;
[SerializeField] private Animator animator;
[SerializeField] private GameObject playerCountCanvasPrefab;
[SerializeField] private PlayerCountCanvas playerCountCanvas;
public PlayerCountCanvas PlayerCountCanvas => playerCountCanvas;
public bool CanSelectPlayer
{
@ -136,4 +140,11 @@ public class PlayerPawn : MonoBehaviour
PlayerId = id;
PlayerType = playerType;
}
public void ShowPlayerCountCanvas(bool show)
{
if (playerCountCanvasPrefab == null) return;
playerCountCanvasPrefab.SetActive(show);
}
}

View File

@ -24,9 +24,6 @@ public class DiceRollHandler : MonoBehaviour
public void OnUserDiceRollComplete(int rolledVal)
{
SoundManager soundManager = InterfaceManager.Instance?.GetInterfaceInstance<SoundManager>();
soundManager?.PlayGameSoundClip(SoundType.Dice);
inputManager.SetDiceRollValue(rolledVal);
}
@ -34,11 +31,22 @@ public class DiceRollHandler : MonoBehaviour
{
if (!inputManager.GameplayManager.CanRollDiceForUser) return;
diceView.Roll(onComplete: (rolledVal) => OnUserDiceRollComplete(rolledVal), false);
SoundManager soundManager = InterfaceManager.Instance?.GetInterfaceInstance<SoundManager>();
soundManager?.PlayGameSoundClip(SoundType.Dice);
OnUserDiceRollComplete(GetDiceTestVal());
// diceView.Roll(onComplete: (rolledVal) => OnUserDiceRollComplete(rolledVal), false);
}
public void HandleDiceViewForBot(Action<int> onComplete)
{
diceView.Roll(onComplete: (val) => onComplete?.Invoke(val), true);
}
public void HandleDiceViewForBot(Action<int> onComplete, int val)
{
onComplete?.Invoke(val);
}
private int GetDiceTestVal() => diceTestValue == 0 ? UnityEngine.Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1) : diceTestValue;
}

View File

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@ -0,0 +1,21 @@
using TMPro;
using UnityEngine;
public class PlayerCountCanvas : MonoBehaviour
{
Transform cam;
[SerializeField] private TMP_Text playerCountText;
void Start()
{
cam = GameObject.FindGameObjectWithTag("MainCamera").transform;
}
void LateUpdate()
{
transform.LookAt(cam.forward + transform.position);
}
public void SetPlayerCount(int count)
{
playerCountText.text = count.ToString();
}
}

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