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2cebaa46a9
| Author | SHA1 | Date | |
|---|---|---|---|
| 2cebaa46a9 | |||
| da4b44957b | |||
| 83af807d4b | |||
| 97cd17c0cf |
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@ -1,6 +1,8 @@
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using System;
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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 Random = UnityEngine.Random;
|
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|
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public class DiceView : MonoBehaviour, IBase
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{
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@ -16,10 +18,14 @@ public class DiceView : MonoBehaviour, IBase
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[SerializeField] private float sideForce = 0.18f;
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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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void Awake()
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{
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rb = GetComponent<Rigidbody>();
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@ -39,31 +45,31 @@ public class DiceView : MonoBehaviour, IBase
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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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rolling = true;
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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));
|
||||
yield return new WaitForSeconds(Random.Range(0.01f, 0.06f));
|
||||
|
||||
rb.useGravity = true;
|
||||
|
||||
// PER-DICE FORCE MULTIPLIER
|
||||
float spinMultiplier = UnityEngine.Random.Range(0.8f, 1.25f);
|
||||
float spinMultiplier = Random.Range(0.8f, 1.25f);
|
||||
|
||||
// RANDOM TORQUE
|
||||
rb.AddTorque(
|
||||
UnityEngine.Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
|
||||
UnityEngine.Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
|
||||
UnityEngine.Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
|
||||
Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
|
||||
Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
|
||||
Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
|
||||
ForceMode.Impulse
|
||||
);
|
||||
|
||||
// RANDOM SIDE FORCE
|
||||
Vector3 sideDir = new Vector3(
|
||||
UnityEngine.Random.Range(-1f, 1f),
|
||||
Random.Range(-1f, 1f),
|
||||
0f,
|
||||
UnityEngine.Random.Range(-1f, 1f)
|
||||
Random.Range(-1f, 1f)
|
||||
).normalized;
|
||||
|
||||
rb.AddForce(sideDir * sideForce, ForceMode.Impulse);
|
||||
@ -73,28 +79,44 @@ public class DiceView : MonoBehaviour, IBase
|
||||
|
||||
yield return new WaitForSeconds(sideValueTime);
|
||||
|
||||
int value = GetDiceValue();
|
||||
|
||||
//TODO: Use the dice value as needed
|
||||
Debug.Log($"Dice rolled: {value}");
|
||||
|
||||
ResetDice();
|
||||
onRollingComplete?.Invoke(value);
|
||||
}
|
||||
|
||||
int GetDiceValue()
|
||||
{
|
||||
foreach (DiceSide side in diceSides)
|
||||
int rolledVal = 0;
|
||||
if (hasNoActionOnRoll)
|
||||
{
|
||||
if (side.OnGround())
|
||||
return side.sideValue;
|
||||
if (rollBase.SixRollCount == 0)
|
||||
{
|
||||
rollBase.UpdateMaxRollCount(probabilityValues[Random.Range(0, probabilityValues.Count)]);
|
||||
}
|
||||
|
||||
rollBase.UpdateSixRollCount();
|
||||
rolledVal = rollBase.SixRollCount == rollBase.MaxRollCount ?
|
||||
Ludo_3D_Constants.Max_Dice_Rolls : GetDiceValue();
|
||||
}
|
||||
else
|
||||
{
|
||||
rolledVal = GetDiceValue();
|
||||
}
|
||||
|
||||
return 1;
|
||||
if (rolledVal == Ludo_3D_Constants.Max_Dice_Rolls)
|
||||
ResetRollData();
|
||||
|
||||
ResetDice();
|
||||
Debug.Log($"Dice rolled: {rolledVal}");
|
||||
onRollingComplete?.Invoke(rolledVal);
|
||||
}
|
||||
|
||||
private int GetDiceValue()
|
||||
{
|
||||
return Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1);
|
||||
}
|
||||
|
||||
public void ResetRollData()
|
||||
{
|
||||
if (rollBase != null) rollBase.ResetRollData();
|
||||
}
|
||||
|
||||
public void ResetDice()
|
||||
{
|
||||
rollBase = null;
|
||||
rb.useGravity = false;
|
||||
rb.velocity = Vector3.zero;
|
||||
rb.angularVelocity = Vector3.zero;
|
||||
@ -108,4 +130,13 @@ public class DiceView : MonoBehaviour, IBase
|
||||
transform.localRotation = startRotation;
|
||||
onRollingComplete = null;
|
||||
}
|
||||
|
||||
public void InitOnNoActionsAfterRoll(IRollBase rollBase, bool state)
|
||||
{
|
||||
hasNoActionOnRoll = state;
|
||||
if (!state)
|
||||
return;
|
||||
|
||||
this.rollBase = rollBase;
|
||||
}
|
||||
}
|
||||
|
||||
222
Assets/Prefabs/UI/Dice View.prefab
Normal file
222
Assets/Prefabs/UI/Dice View.prefab
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7
Assets/Prefabs/UI/Dice View.prefab.meta
Normal file
7
Assets/Prefabs/UI/Dice View.prefab.meta
Normal file
@ -0,0 +1,7 @@
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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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11
Assets/Scripts/Abstraction/Game/IRollBase.cs
Normal file
11
Assets/Scripts/Abstraction/Game/IRollBase.cs
Normal file
@ -0,0 +1,11 @@
|
||||
|
||||
public interface IRollBase
|
||||
{
|
||||
public int SixRollCount { get; }
|
||||
|
||||
public int MaxRollCount { get; }
|
||||
|
||||
void UpdateSixRollCount();
|
||||
void UpdateMaxRollCount(int val);
|
||||
void ResetRollData();
|
||||
}
|
||||
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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@ -76,7 +76,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
private bool CanRollDiceAgain = false; // used for when you get a 6 or when you reach the finish point
|
||||
private int diceSixRollCounter = 0;
|
||||
|
||||
private List<PlayerPawn> availPlayers = new List<PlayerPawn>();
|
||||
private List<PlayerPawn> availPlayersToMove = new List<PlayerPawn>();
|
||||
private bool canSwitchPlayer = true;
|
||||
|
||||
public bool CanRollDiceForUser
|
||||
@ -169,7 +169,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
|
||||
private void HandleDiceRollWithDelay()
|
||||
{
|
||||
Invoke(nameof(HandleDiceRoll), botDiceRollDelay);
|
||||
Invoke(nameof(RollDiceForBot), botDiceRollDelay);
|
||||
}
|
||||
|
||||
private void InitBotRuntimeData()
|
||||
@ -267,7 +267,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
currentPlayerTurnTimer.Init(currentPlayerTurnMaxTime, onComplete: () =>
|
||||
{
|
||||
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|
||||
diceRollHandler.HandleDiceViewForUser();
|
||||
RollDiceForUser();
|
||||
}, inProgress: (remTime) =>
|
||||
{
|
||||
uIManager.UpdatePlayerTurnText(currentPlayerTypeTurn, currentPlayerTurnMaxTime - (int)remTime);
|
||||
@ -349,7 +349,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
public void OnDiceInteracted()
|
||||
{
|
||||
ResetCurrentPlayerTurnTimer();
|
||||
diceRollHandler.HandleDiceViewForUser();
|
||||
RollDiceForUser();
|
||||
}
|
||||
|
||||
public void RollDiceForPlayer(int rolledVal)
|
||||
@ -396,7 +396,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
// What happens when you get a 6
|
||||
private void SelectPawnFromBotBase()
|
||||
{
|
||||
if (canSwitchPlayer || availPlayers.Count() < 1 && !CanRollDiceAgain || !botTypesInGame.Contains(currentPlayerTypeTurn))
|
||||
if (canSwitchPlayer || availPlayersToMove.Count() < 1 && !CanRollDiceAgain || !botTypesInGame.Contains(currentPlayerTypeTurn))
|
||||
{
|
||||
Debug.Log($"returning from SelectPawnFromBotBase");
|
||||
return; // Have a better check here
|
||||
@ -408,7 +408,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
int savedPlayerId = -1;
|
||||
PlayerPawn pawn = null;
|
||||
|
||||
Debug.Log($"SelectPawnFromBotBase: availPlayers.Count(): {availPlayers.Count()}, CanRollDiceAgain: {CanRollDiceAgain}");
|
||||
Debug.Log($"SelectPawnFromBotBase: availPlayers.Count(): {availPlayersToMove.Count()}, CanRollDiceAgain: {CanRollDiceAgain}");
|
||||
|
||||
if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInHome == 0)
|
||||
{
|
||||
@ -428,7 +428,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
}
|
||||
|
||||
Debug.Log($"Before Iterating");
|
||||
foreach (var playerPawn in availPlayers)
|
||||
foreach (var playerPawn in availPlayersToMove)
|
||||
{
|
||||
int possibleSteps = 0;
|
||||
Tile possibleTileData = null;
|
||||
@ -515,7 +515,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
}
|
||||
|
||||
if (CanRollDiceAgain)
|
||||
HandleDiceRoll();
|
||||
RollDiceForBot();
|
||||
else
|
||||
SwitchPlayer();
|
||||
}
|
||||
@ -570,6 +570,8 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
return possibleSteps > TilesManager.GetGeneralTilesLength() - 1;
|
||||
}
|
||||
|
||||
private bool HasNoPlayersTravelling() => Mathf.Abs(availPlayersToMove.Count - playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath) < 1;
|
||||
|
||||
public void OnDiceRolled(int rolledVal)
|
||||
{
|
||||
SetCanRollDiceForUser(false);
|
||||
@ -578,15 +580,10 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
Debug.Log($"Tile Index :: LUDO :: rolledVal: {rolledVal} :: {currentPlayerTypeTurn}");
|
||||
diceRolledValue = rolledVal;
|
||||
diceText.text = $"{diceRolledValue}";
|
||||
availPlayers = new List<PlayerPawn>();
|
||||
|
||||
|
||||
if (!CanRollDiceAgain)
|
||||
{
|
||||
UpdateActivePlayersAndSetDisplay(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
InitActivePlayers();
|
||||
SetDisplayCountForAllAvailPlayers(true);
|
||||
}
|
||||
|
||||
if (rolledVal == Ludo_3D_Constants.Max_Dice_Rolls)
|
||||
@ -596,6 +593,25 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
// also play a simple animation before selecting
|
||||
CanRollDiceAgain = true;
|
||||
diceSixRollCounter++;
|
||||
|
||||
if (botTypesInGame != null && !botTypesInGame.Contains(currentPlayerTypeTurn))
|
||||
{
|
||||
if (availPlayersToMove.Count < 1 || HasNoPlayersTravelling())
|
||||
{
|
||||
if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInHome > 0)
|
||||
{
|
||||
OnPawnSelected(playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values
|
||||
.FirstOrDefault(pawn => pawn.GetPlayerState() == PlayerState.InHome));
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInHome < 1 && CanMoveSoloPlayer())
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
pointerMeshRend.material = selectMat;
|
||||
#endif
|
||||
@ -612,56 +628,75 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
}
|
||||
|
||||
Debug.Log($"### EnablePlayerSelectionStates");
|
||||
|
||||
|
||||
EnablePlayerSelectionStates(true);
|
||||
|
||||
// pointerMeshRend.materials[0] = selectMat;
|
||||
}
|
||||
else // if there are any other pawns that are in safe or moving state
|
||||
{
|
||||
// for player's logic
|
||||
|
||||
int customAvailPlayers = availPlayers.Count();
|
||||
Debug.Log($"before CustomAvailablePlayers: {customAvailPlayers}");
|
||||
Debug.Log($"before CustomAvailablePlayers: {availPlayersToMove.Count}");
|
||||
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($"diceRolledValue: {diceRolledValue}, FinishingDataLen: {TilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn)}, playerPawn.CurrentTileIndex: {availPlayers[i].CurrentTileIndex}");
|
||||
if (diceRolledValue <= TilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - (availPlayers[i].CurrentTileIndex + 1))
|
||||
Debug.Log($"diceRolledValue: {diceRolledValue}, FinishingDataLen: {TilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn)}, playerPawn.CurrentTileIndex: {availPlayersToMove[i].CurrentTileIndex}");
|
||||
if (diceRolledValue <= TilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - (availPlayersToMove[i].CurrentTileIndex + 1))
|
||||
{
|
||||
availPlayers[i].SetPlayerSelectionState(true);
|
||||
availPlayersToMove[i].SetPlayerSelectionState(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
indexesToRemove.Add(i);
|
||||
availPlayers[i].SetPlayerSelectionState(false);
|
||||
availPlayers[i].ShowPlayerCountCanvas(false);
|
||||
customAvailPlayers--;
|
||||
availPlayersToMove[i].SetPlayerSelectionState(false);
|
||||
availPlayersToMove[i].ShowPlayerCountCanvas(false);
|
||||
}
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
availPlayers[i].SetPlayerSelectionState(true);
|
||||
availPlayersToMove[i].SetPlayerSelectionState(true);
|
||||
}
|
||||
|
||||
for (int idx = indexesToRemove.Count - 1; idx >= 0; idx--)
|
||||
availPlayers.RemoveAt(idx);
|
||||
availPlayersToMove.RemoveAt(idx);
|
||||
|
||||
// if (availPlayers.Count() < 1)
|
||||
Debug.Log($"CustomAvailablePlayers: {customAvailPlayers}");
|
||||
canSwitchPlayer = customAvailPlayers < 1;
|
||||
Debug.Log($"CustomAvailablePlayers: {availPlayersToMove.Count}");
|
||||
canSwitchPlayer = availPlayersToMove.Count < 1;
|
||||
CanRollDiceAgain = false;
|
||||
|
||||
if (botTypesInGame != null && !botTypesInGame.Contains(currentPlayerTypeTurn) &&
|
||||
availPlayersToMove.Count > 0)
|
||||
{
|
||||
if (CanMoveSoloPlayer())
|
||||
{
|
||||
EnablePlayerSelectionStates(false);
|
||||
OnPawnSelected(availPlayersToMove[0]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
InitActivePlayers();
|
||||
@ -670,7 +705,8 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
|
||||
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 ||
|
||||
pawn.GetPlayerState() == PlayerState.Moving ||
|
||||
pawn.GetPlayerState() == PlayerState.InFinishingPath).ToList();
|
||||
@ -708,16 +744,48 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
{
|
||||
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)
|
||||
diceRollHandler.HandleDiceViewForBot((rollVal) => RollDiceForBot(rollVal), diceValue == 0 ? UnityEngine.Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1) : diceValue);
|
||||
else
|
||||
diceRollHandler.HandleDiceViewForBot((rollVal) => RollDiceForBot(rollVal));
|
||||
diceRollHandler.HandleDiceViewForBot((rollVal) => RollDiceForBot(rollVal),
|
||||
diceValue == 0 ? UnityEngine.Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1) : diceValue);
|
||||
else
|
||||
{
|
||||
bool canUsePawnsFromHome = CanUsePawnsFromHome();
|
||||
diceRollHandler.HandleDiceViewForBot(
|
||||
(rollVal) => RollDiceForBot(rollVal),
|
||||
hasNoActionOnRoll: canUsePawnsFromHome,
|
||||
playerBase: canUsePawnsFromHome ? PlayerBaseHandler.GetPlayerBase(currentPlayerTypeTurn) : null);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnPawnSelected(PlayerPawn selectedPawn)
|
||||
@ -770,6 +838,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
else if (selectedPawn.CurrentTileIndex == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
|
||||
{
|
||||
TilesManager.RetrieveTileBasedOnIndex(selectedPawn.CurrentTileIndex).ResetPlayerPawn(selectedPawn);
|
||||
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath++;
|
||||
ApplyFinishingPathLogic(selectedPawn);
|
||||
}
|
||||
else if (selectedPawn.GetPlayerState() == PlayerState.InSafeZone || selectedPawn.GetPlayerState() == PlayerState.Moving)
|
||||
@ -843,10 +912,10 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
Debug.Log($"currentPlayerTurn: {currentPlayerTypeTurn}");
|
||||
Debug.Log($"currentPlayerTurnIndex: {currentPlayerTurnIndex}");
|
||||
|
||||
Debug.Log($"before SwitchPlayer availPlayers: {availPlayers.Count}, playerPawn: {playerPawn}");
|
||||
Debug.Log($"before SwitchPlayer availPlayers: {availPlayersToMove.Count}, playerPawn: {playerPawn}");
|
||||
|
||||
UpdateActivePlayersAndSetDisplay(false);
|
||||
Debug.Log($"after SwitchPlayer availPlayers: {availPlayers.Count}, playerPawn: {playerPawn}");
|
||||
Debug.Log($"after SwitchPlayer availPlayers: {availPlayersToMove.Count}, playerPawn: {playerPawn}");
|
||||
Debug.Log($"after allPlayerTypes.Count: {allPlayerTypes.Count}");
|
||||
|
||||
if (allPlayerTypes.Count == 0)
|
||||
@ -906,11 +975,11 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
{
|
||||
if (state)
|
||||
{
|
||||
availPlayers.ForEach(pawn => ShowUpdatedPlayerCountOnTile(pawn));
|
||||
availPlayersToMove.ForEach(pawn => ShowUpdatedPlayerCountOnTile(pawn));
|
||||
}
|
||||
else
|
||||
{
|
||||
availPlayers.ForEach(pawn => pawn.ShowPlayerCountCanvas(false));
|
||||
availPlayersToMove.ForEach(pawn => pawn.ShowPlayerCountCanvas(false));
|
||||
}
|
||||
}
|
||||
|
||||
@ -948,6 +1017,9 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
{
|
||||
// MoveThroughTiles(playerPawn, index, targetIndex);
|
||||
Debug.Log($"TargetIdx: {targetIndex - index}");
|
||||
if (index == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
|
||||
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath++;
|
||||
|
||||
CheckForGamePause(() => MoveThroughFinishingPath(playerPawn, 0, targetIndex - index));
|
||||
}
|
||||
else if (nextTileIndex <= targetIndex)
|
||||
@ -1065,7 +1137,9 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
// ShowUpdatedPlayerCountOnTile(playerPawn);
|
||||
|
||||
UpdatePlayerState(playerPawn, PlayerState.HasFinished);
|
||||
|
||||
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished++;
|
||||
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath--;
|
||||
|
||||
Debug.Log($"playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished: {playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished}");
|
||||
Debug.Log($"playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count: {playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count}");
|
||||
@ -1185,7 +1259,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
|
||||
playerGameDatasDict = null;
|
||||
playerDatas = null;
|
||||
availPlayers = null;
|
||||
availPlayersToMove = null;
|
||||
|
||||
botTypesInGame = null;
|
||||
botRuntimeMovementData = null;
|
||||
|
||||
@ -7,12 +7,17 @@ public class BasePlacementData
|
||||
public Transform placementTransform;
|
||||
}
|
||||
|
||||
public class PlayerBase : MonoBehaviour
|
||||
public class PlayerBase : MonoBehaviour, IRollBase
|
||||
{
|
||||
[SerializeField] private PlayerType playerType;
|
||||
[SerializeField] private BasePlacementData[] basePlacementDatas;
|
||||
[SerializeField] private PlayerPawn[] playerPawns;
|
||||
[SerializeField] private GameObject playerBaseEffect;
|
||||
|
||||
private int sixRollCount, maxRollCount;
|
||||
|
||||
public int SixRollCount => sixRollCount;
|
||||
public int MaxRollCount => maxRollCount;
|
||||
|
||||
public bool IsBotBase
|
||||
{
|
||||
@ -21,6 +26,22 @@ public class PlayerBase : MonoBehaviour
|
||||
|
||||
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()
|
||||
{
|
||||
for (int idx = 0; idx < basePlacementDatas.Length; idx++)
|
||||
|
||||
@ -1,6 +1,5 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
|
||||
[System.Serializable]
|
||||
public class PlayerBaseData
|
||||
|
||||
@ -27,6 +27,7 @@ public class PlayerGameData
|
||||
public Dictionary<int, PlayerPawn> playerPawnsDict;
|
||||
public int totalPawnsInHome = 0;
|
||||
public int totalPawnsFinished = 0;
|
||||
public int totalPawnsInFinishingPath = 0;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
|
||||
@ -29,7 +29,7 @@ public class DiceRollHandler : MonoBehaviour
|
||||
inputManager.SetDiceRollValue(rolledVal);
|
||||
}
|
||||
|
||||
public void HandleDiceViewForUser()
|
||||
public void HandleDiceViewForUser(bool hasNoActionOnRoll = false, PlayerBase playerBase = null)
|
||||
{
|
||||
if (!inputManager.GameplayManager.CanRollDiceForUser) return;
|
||||
|
||||
@ -39,11 +39,17 @@ public class DiceRollHandler : MonoBehaviour
|
||||
if (inputManager.GameplayManager.IsDebugPlayerTest)
|
||||
OnUserDiceRollComplete(GetDiceTestVal());
|
||||
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);
|
||||
}
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user