Added player rotation logic when entering finishing tiles
- refactor code (GetComponentInChildren -> ref from serialized object)
This commit is contained in:
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@ -630,6 +630,7 @@ MonoBehaviour:
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@ -630,6 +630,7 @@ MonoBehaviour:
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playerState: 0
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playerState: 0
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@ -1671,3 +1672,14 @@ GameObject:
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m_CorrespondingSourceObject: {fileID: 4879164135252893718, guid: a925361762f504380a8aa4d7eb87b32c, type: 3}
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@ -202,6 +202,7 @@ MonoBehaviour:
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playerState: 0
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playerState: 0
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animator: {fileID: 232863433340697214}
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animator: {fileID: 232863433340697214}
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playerCountCanvasPrefab: {fileID: 2911420982173280738}
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playerCountCanvasPrefab: {fileID: 2911420982173280738}
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playerCountCanvas: {fileID: 1920934309388072333}
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@ -1661,6 +1662,17 @@ PrefabInstance:
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@ -1259,6 +1259,7 @@ MonoBehaviour:
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playerState: 0
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playerState: 0
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animator: {fileID: 7800412279828783518}
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playerCountCanvasPrefab: {fileID: 4593694095142779203}
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@ -1661,6 +1662,17 @@ PrefabInstance:
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--- !u!1 &4593694095142779203 stripped
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GameObject:
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GameObject:
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m_CorrespondingSourceObject: {fileID: 4879164135252893718, guid: a925361762f504380a8aa4d7eb87b32c, type: 3}
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@ -1079,7 +1079,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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count = tile.TotalPawnsInTile;
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count = tile.TotalPawnsInTile;
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}
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}
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playerPawn.GetComponentInChildren<PlayerCountCanvas>().SetPlayerCount(count);
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playerPawn.PlayerCountCanvas.SetPlayerCount(count);
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}
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}
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public void ResetData()
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public void ResetData()
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@ -90,10 +90,36 @@ public class PlayerPawn : MonoBehaviour
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TilesManager tilesManager = InterfaceManager.Instance.GetInterfaceInstance<TilesManager>();
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TilesManager tilesManager = InterfaceManager.Instance.GetInterfaceInstance<TilesManager>();
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gameplayManager = gameplayManager ?? InterfaceManager.Instance.GetInterfaceInstance<GameplayManager>();
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gameplayManager = gameplayManager ?? InterfaceManager.Instance.GetInterfaceInstance<GameplayManager>();
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int nextTileIndex = gameplayManager.GetNextGeneralTileIndex(this);
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Vector3 lookDirection = Vector3.zero;
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Vector3 lookDirection = tilesManager.RetrieveTileBasedOnIndex(nextTileIndex).transform.position - transform.position;
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if (playerState == PlayerState.InFinishingPath)
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{
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int nextIndex = CurrentTileIndex + 1;
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int maxIndex = tilesManager.GetFinishingTileDataLength(PlayerType) - 1;
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if (nextIndex <= maxIndex)
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{
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lookDirection = tilesManager.RetrieveFinishingTileBasedOnIndex(PlayerType, nextIndex).transform.position - transform.position;
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}
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}
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else
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{
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if (gameplayManager.IsGoingInsideFinishingPath(this, out int possibleSteps))
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{
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lookDirection =tilesManager.RetrieveFinishingTileBasedOnIndex(PlayerType, 0).transform.position - transform.position;
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}
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else
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{
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int nextIndex = gameplayManager.GetNextGeneralTileIndex(this);
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lookDirection = tilesManager.RetrieveTileBasedOnIndex(nextIndex).transform.position - transform.position;
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}
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}
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lookDirection.y = 0;
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lookDirection.y = 0;
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if (lookDirection != Vector3.zero)
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{
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transform.DOLookAt(transform.position + lookDirection, 0.2f);
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transform.DOLookAt(transform.position + lookDirection, 0.2f);
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}
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onComplete?.Invoke();
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onComplete?.Invoke();
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};
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};
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