Compare commits
No commits in common. "9db1a39af7fa1d3092c37f0608caebe5cd9a8041" and "fc4aeda01c6fc76cea8422a2a9e3289e66786c50" have entirely different histories.
9db1a39af7
...
fc4aeda01c
@ -1,9 +1,6 @@
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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 UnityEngine.UI;
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using Random = UnityEngine.Random;
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public class DiceView : MonoBehaviour, IBase
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{
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@ -13,21 +10,16 @@ public class DiceView : MonoBehaviour, IBase
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[SerializeField] private DiceSide[] diceSides;
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[SerializeField] private float sideValueTime = 1.2f;
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[SerializeField] private Vector3 startPos = new Vector3(0, 20, 0);
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[SerializeField] private Button diceButton;
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[Header("Physics Randomness")]
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[SerializeField] private float baseSpinForce = 900f;
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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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private Action<int> onRollingComplete = null;
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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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void Awake()
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{
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rb = GetComponent<Rigidbody>();
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rb.useGravity = false;
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@ -47,31 +39,31 @@ public class DiceView : MonoBehaviour, IBase
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}
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}
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private IEnumerator RollRoutine()
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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(Random.Range(0.01f, 0.06f));
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yield return new WaitForSeconds(UnityEngine.Random.Range(0.01f, 0.06f));
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rb.useGravity = true;
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// PER-DICE FORCE MULTIPLIER
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float spinMultiplier = Random.Range(0.8f, 1.25f);
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float spinMultiplier = UnityEngine.Random.Range(0.8f, 1.25f);
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// RANDOM TORQUE
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rb.AddTorque(
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Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
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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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UnityEngine.Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
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UnityEngine.Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
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ForceMode.Impulse
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);
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// RANDOM SIDE FORCE
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Vector3 sideDir = new Vector3(
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Random.Range(-1f, 1f),
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UnityEngine.Random.Range(-1f, 1f),
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0f,
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Random.Range(-1f, 1f)
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UnityEngine.Random.Range(-1f, 1f)
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).normalized;
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rb.AddForce(sideDir * sideForce, ForceMode.Impulse);
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@ -81,44 +73,28 @@ public class DiceView : MonoBehaviour, IBase
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yield return new WaitForSeconds(sideValueTime);
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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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int value = GetDiceValue();
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rollBase.UpdateSixRollCount();
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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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//TODO: Use the dice value as needed
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Debug.Log($"Dice rolled: {value}");
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ResetDice();
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Debug.Log($"Dice rolled: {rolledVal}");
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onRollingComplete?.Invoke(rolledVal);
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onRollingComplete?.Invoke(value);
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}
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private int GetDiceValue()
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int GetDiceValue()
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{
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return Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1);
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foreach (DiceSide side in diceSides)
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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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public void ResetRollData()
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{
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if (rollBase != null) rollBase.ResetRollData();
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return 1;
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}
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public void ResetDice()
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{
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rollBase = null;
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rb.useGravity = false;
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rb.velocity = Vector3.zero;
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rb.angularVelocity = Vector3.zero;
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@ -126,25 +102,10 @@ public class DiceView : MonoBehaviour, IBase
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rolling = false;
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}
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public void SetDiceButtonInteraction(bool status)
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{
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diceButton.interactable = status;
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}
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public void ResetOnSessionEnd()
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{
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ResetDice();
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transform.localRotation = startRotation;
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onRollingComplete = null;
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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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@ -8476,28 +8476,24 @@ MonoBehaviour:
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playersParent: {fileID: 1373272158}
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totalPawnsInHome: 0
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totalPawnsFinished: 0
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totalPawnsInFinishingPath: 0
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- playerType: 1
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startIndex: 13
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endIndex: 11
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playersParent: {fileID: 1841959051}
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totalPawnsInHome: 0
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totalPawnsFinished: 0
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totalPawnsInFinishingPath: 0
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- playerType: 2
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startIndex: 26
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endIndex: 24
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playersParent: {fileID: 1934858463}
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totalPawnsInHome: 0
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totalPawnsFinished: 0
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totalPawnsInFinishingPath: 0
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- playerType: 3
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startIndex: 39
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endIndex: 37
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playersParent: {fileID: 1094154913}
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totalPawnsInHome: 0
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totalPawnsFinished: 0
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totalPawnsInFinishingPath: 0
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playerBaseHandler: {fileID: 433034051}
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--- !u!4 &896294589 stripped
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Transform:
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@ -1,8 +0,0 @@
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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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@ -1,11 +0,0 @@
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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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@ -1,11 +0,0 @@
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fileFormatVersion: 2
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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 int diceSixRollCounter = 0;
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private List<PlayerPawn> availPlayersToMove = new List<PlayerPawn>();
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private List<PlayerPawn> availPlayers = new List<PlayerPawn>();
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private bool canSwitchPlayer = true;
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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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{
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Invoke(nameof(RollDiceForBot), botDiceRollDelay);
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Invoke(nameof(HandleDiceRoll), botDiceRollDelay);
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}
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private void InitBotRuntimeData()
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@ -240,7 +240,6 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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playerBaseHandler.ShowSelectedPlayerBase(currentPlayerTypeTurn, false);
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currentPlayerTypeTurn = playerType;
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playerBaseHandler.ShowSelectedPlayerBase(currentPlayerTypeTurn, true);
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diceRollHandler.DiceView.SetDiceButtonInteraction(true);
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UpdateTurnTimer();
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}
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@ -268,7 +267,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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currentPlayerTurnTimer.Init(currentPlayerTurnMaxTime, onComplete: () =>
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{
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Debug.Log($"currentPlayerTurnTimer: HandleDiceViewForUser");
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RollDiceForUser();
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diceRollHandler.HandleDiceViewForUser();
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}, inProgress: (remTime) =>
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{
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uIManager.UpdatePlayerTurnText(currentPlayerTypeTurn, currentPlayerTurnMaxTime - (int)remTime);
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@ -350,7 +349,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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public void OnDiceInteracted()
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{
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ResetCurrentPlayerTurnTimer();
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RollDiceForUser();
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diceRollHandler.HandleDiceViewForUser();
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}
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public void RollDiceForPlayer(int rolledVal)
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@ -397,7 +396,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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// What happens when you get a 6
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private void SelectPawnFromBotBase()
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{
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if (canSwitchPlayer || availPlayersToMove.Count() < 1 && !CanRollDiceAgain || !botTypesInGame.Contains(currentPlayerTypeTurn))
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if (canSwitchPlayer || availPlayers.Count() < 1 && !CanRollDiceAgain || !botTypesInGame.Contains(currentPlayerTypeTurn))
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{
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Debug.Log($"returning from SelectPawnFromBotBase");
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return; // Have a better check here
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@ -409,7 +408,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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int savedPlayerId = -1;
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PlayerPawn pawn = null;
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Debug.Log($"SelectPawnFromBotBase: availPlayers.Count(): {availPlayersToMove.Count()}, CanRollDiceAgain: {CanRollDiceAgain}");
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Debug.Log($"SelectPawnFromBotBase: availPlayers.Count(): {availPlayers.Count()}, CanRollDiceAgain: {CanRollDiceAgain}");
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if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInHome == 0)
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{
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@ -429,7 +428,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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}
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Debug.Log($"Before Iterating");
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foreach (var playerPawn in availPlayersToMove)
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foreach (var playerPawn in availPlayers)
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{
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int possibleSteps = 0;
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Tile possibleTileData = null;
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@ -516,7 +515,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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}
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if (CanRollDiceAgain)
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RollDiceForBot();
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HandleDiceRoll();
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else
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SwitchPlayer();
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}
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@ -571,21 +570,23 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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return possibleSteps > TilesManager.GetGeneralTilesLength() - 1;
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}
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private bool HasNoPlayersTravelling() => Mathf.Abs(availPlayersToMove.Count - playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath) < 1;
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public void OnDiceRolled(int rolledVal)
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{
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SetCanRollDiceForUser(false);
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diceRollHandler.DiceView.SetDiceButtonInteraction(false);
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// add core dice logic here
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Debug.Log($"Tile Index :: LUDO :: rolledVal: {rolledVal} :: {currentPlayerTypeTurn}");
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diceRolledValue = rolledVal;
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diceText.text = $"{diceRolledValue}";
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availPlayers = new List<PlayerPawn>();
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if (!CanRollDiceAgain)
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{
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SetDisplayCountForAllAvailPlayers(true);
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UpdateActivePlayersAndSetDisplay(true);
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}
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else
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{
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InitActivePlayers();
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}
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if (rolledVal == Ludo_3D_Constants.Max_Dice_Rolls)
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@ -595,25 +596,6 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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// also play a simple animation before selecting
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CanRollDiceAgain = true;
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diceSixRollCounter++;
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if (botTypesInGame != null && !botTypesInGame.Contains(currentPlayerTypeTurn))
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{
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if (availPlayersToMove.Count < 1 || HasNoPlayersTravelling())
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{
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if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInHome > 0)
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{
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OnPawnSelected(playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values
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.FirstOrDefault(pawn => pawn.GetPlayerState() == PlayerState.InHome));
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return;
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}
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}
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else
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{
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if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInHome < 1 && CanMoveSoloPlayer())
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return;
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}
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}
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#if UNITY_EDITOR
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pointerMeshRend.material = selectMat;
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#endif
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@ -632,73 +614,54 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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Debug.Log($"### EnablePlayerSelectionStates");
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EnablePlayerSelectionStates(true);
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// pointerMeshRend.materials[0] = selectMat;
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}
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else // if there are any other pawns that are in safe or moving state
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{
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Debug.Log($"before CustomAvailablePlayers: {availPlayersToMove.Count}");
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// for player's logic
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int customAvailPlayers = availPlayers.Count();
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Debug.Log($"before CustomAvailablePlayers: {customAvailPlayers}");
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List<int> indexesToRemove = new List<int>();
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for (int i = 0; i < availPlayersToMove.Count; i++)
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for (int i = 0; i < availPlayers.Count; i++)
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{
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Debug.Log($"## playerPawn.GetPlayerState(): {availPlayersToMove[i].GetPlayerState()}");
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Debug.Log($"## playerPawn.GetPlayerState(): {availPlayers[i].GetPlayerState()}");
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if (availPlayersToMove[i].GetPlayerState() == PlayerState.InFinishingPath)
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if (availPlayers[i].GetPlayerState() == PlayerState.InFinishingPath)
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{
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Debug.Log($"diceRolledValue: {diceRolledValue}, FinishingDataLen: {TilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn)}, playerPawn.CurrentTileIndex: {availPlayersToMove[i].CurrentTileIndex}");
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if (diceRolledValue <= TilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - (availPlayersToMove[i].CurrentTileIndex + 1))
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Debug.Log($"diceRolledValue: {diceRolledValue}, FinishingDataLen: {TilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn)}, playerPawn.CurrentTileIndex: {availPlayers[i].CurrentTileIndex}");
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if (diceRolledValue <= TilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - (availPlayers[i].CurrentTileIndex + 1))
|
||||
{
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availPlayersToMove[i].SetPlayerSelectionState(true);
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||||
availPlayers[i].SetPlayerSelectionState(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
indexesToRemove.Add(i);
|
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availPlayersToMove[i].SetPlayerSelectionState(false);
|
||||
availPlayersToMove[i].ShowPlayerCountCanvas(false);
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||||
availPlayers[i].SetPlayerSelectionState(false);
|
||||
availPlayers[i].ShowPlayerCountCanvas(false);
|
||||
customAvailPlayers--;
|
||||
}
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
availPlayersToMove[i].SetPlayerSelectionState(true);
|
||||
availPlayers[i].SetPlayerSelectionState(true);
|
||||
}
|
||||
|
||||
for (int idx = indexesToRemove.Count - 1; idx >= 0; idx--)
|
||||
availPlayersToMove.RemoveAt(idx);
|
||||
availPlayers.RemoveAt(idx);
|
||||
|
||||
Debug.Log($"CustomAvailablePlayers: {availPlayersToMove.Count}");
|
||||
canSwitchPlayer = availPlayersToMove.Count < 1;
|
||||
// if (availPlayers.Count() < 1)
|
||||
Debug.Log($"CustomAvailablePlayers: {customAvailPlayers}");
|
||||
canSwitchPlayer = customAvailPlayers < 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();
|
||||
@ -707,8 +670,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
|
||||
private void InitActivePlayers()
|
||||
{
|
||||
availPlayersToMove = new List<PlayerPawn>();
|
||||
availPlayersToMove = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values.Select(pawn => pawn)
|
||||
availPlayers = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values.Select(pawn => pawn)
|
||||
.Where(pawn => pawn.GetPlayerState() == PlayerState.InSafeZone ||
|
||||
pawn.GetPlayerState() == PlayerState.Moving ||
|
||||
pawn.GetPlayerState() == PlayerState.InFinishingPath).ToList();
|
||||
@ -746,48 +708,16 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
{
|
||||
if (CanRollDiceAgain)
|
||||
{
|
||||
RollDiceForBot();
|
||||
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()
|
||||
private void HandleDiceRoll()
|
||||
{
|
||||
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
|
||||
{
|
||||
bool canUsePawnsFromHome = CanUsePawnsFromHome();
|
||||
diceRollHandler.HandleDiceViewForBot(
|
||||
(rollVal) => RollDiceForBot(rollVal),
|
||||
hasNoActionOnRoll: canUsePawnsFromHome,
|
||||
playerBase: canUsePawnsFromHome ? PlayerBaseHandler.GetPlayerBase(currentPlayerTypeTurn) : null);
|
||||
}
|
||||
diceRollHandler.HandleDiceViewForBot((rollVal) => RollDiceForBot(rollVal));
|
||||
}
|
||||
|
||||
public void OnPawnSelected(PlayerPawn selectedPawn)
|
||||
@ -840,7 +770,6 @@ 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)
|
||||
@ -914,10 +843,10 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
Debug.Log($"currentPlayerTurn: {currentPlayerTypeTurn}");
|
||||
Debug.Log($"currentPlayerTurnIndex: {currentPlayerTurnIndex}");
|
||||
|
||||
Debug.Log($"before SwitchPlayer availPlayers: {availPlayersToMove.Count}, playerPawn: {playerPawn}");
|
||||
Debug.Log($"before SwitchPlayer availPlayers: {availPlayers.Count}, playerPawn: {playerPawn}");
|
||||
|
||||
UpdateActivePlayersAndSetDisplay(false);
|
||||
Debug.Log($"after SwitchPlayer availPlayers: {availPlayersToMove.Count}, playerPawn: {playerPawn}");
|
||||
Debug.Log($"after SwitchPlayer availPlayers: {availPlayers.Count}, playerPawn: {playerPawn}");
|
||||
Debug.Log($"after allPlayerTypes.Count: {allPlayerTypes.Count}");
|
||||
|
||||
if (allPlayerTypes.Count == 0)
|
||||
@ -977,11 +906,11 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
{
|
||||
if (state)
|
||||
{
|
||||
availPlayersToMove.ForEach(pawn => ShowUpdatedPlayerCountOnTile(pawn));
|
||||
availPlayers.ForEach(pawn => ShowUpdatedPlayerCountOnTile(pawn));
|
||||
}
|
||||
else
|
||||
{
|
||||
availPlayersToMove.ForEach(pawn => pawn.ShowPlayerCountCanvas(false));
|
||||
availPlayers.ForEach(pawn => pawn.ShowPlayerCountCanvas(false));
|
||||
}
|
||||
}
|
||||
|
||||
@ -1019,9 +948,6 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
{
|
||||
// MoveThroughTiles(playerPawn, index, targetIndex);
|
||||
Debug.Log($"TargetIdx: {targetIndex - index}");
|
||||
if (index == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
|
||||
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath++;
|
||||
|
||||
CheckForGamePause(() => MoveThroughFinishingPath(playerPawn, 0, targetIndex - index));
|
||||
}
|
||||
else if (nextTileIndex <= targetIndex)
|
||||
@ -1139,9 +1065,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
// ShowUpdatedPlayerCountOnTile(playerPawn);
|
||||
|
||||
UpdatePlayerState(playerPawn, PlayerState.HasFinished);
|
||||
|
||||
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished++;
|
||||
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath--;
|
||||
|
||||
Debug.Log($"playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished: {playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished}");
|
||||
Debug.Log($"playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count: {playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count}");
|
||||
@ -1261,7 +1185,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
|
||||
playerGameDatasDict = null;
|
||||
playerDatas = null;
|
||||
availPlayersToMove = null;
|
||||
availPlayers = null;
|
||||
|
||||
botTypesInGame = null;
|
||||
botRuntimeMovementData = null;
|
||||
|
||||
@ -7,18 +7,13 @@ public class BasePlacementData
|
||||
public Transform placementTransform;
|
||||
}
|
||||
|
||||
public class PlayerBase : MonoBehaviour, IRollBase
|
||||
public class PlayerBase : MonoBehaviour
|
||||
{
|
||||
[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
|
||||
{
|
||||
get; private set;
|
||||
@ -26,22 +21,6 @@ public class PlayerBase : MonoBehaviour, IRollBase
|
||||
|
||||
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++)
|
||||
|
||||
@ -1,5 +1,6 @@
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[System.Serializable]
|
||||
public class PlayerBaseData
|
||||
|
||||
@ -27,7 +27,6 @@ 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(bool hasNoActionOnRoll = false, PlayerBase playerBase = null)
|
||||
public void HandleDiceViewForUser()
|
||||
{
|
||||
if (!inputManager.GameplayManager.CanRollDiceForUser) return;
|
||||
|
||||
@ -39,17 +39,11 @@ public class DiceRollHandler : MonoBehaviour
|
||||
if (inputManager.GameplayManager.IsDebugPlayerTest)
|
||||
OnUserDiceRollComplete(GetDiceTestVal());
|
||||
else
|
||||
{
|
||||
diceView.InitOnNoActionsAfterRoll(playerBase, hasNoActionOnRoll);
|
||||
diceView.Roll(
|
||||
(rolledVal) => OnUserDiceRollComplete(rolledVal),
|
||||
false);
|
||||
}
|
||||
diceView.Roll(onComplete: (rolledVal) => OnUserDiceRollComplete(rolledVal), false);
|
||||
}
|
||||
|
||||
public void HandleDiceViewForBot(Action<int> onComplete, bool hasNoActionOnRoll = false, PlayerBase playerBase = null)
|
||||
public void HandleDiceViewForBot(Action<int> onComplete)
|
||||
{
|
||||
diceView.InitOnNoActionsAfterRoll(playerBase, hasNoActionOnRoll);
|
||||
diceView.Roll(onComplete: onComplete, true);
|
||||
}
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user