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No commits in common. "ab7217ce5b63fcfe2f422a42157d5f3ce5ab572c" and "5f2a6d08041eaa64ee487ebc80b5de37f8a4c465" have entirely different histories.

21 changed files with 853 additions and 939 deletions

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@ -75,6 +75,6 @@ Material:
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@ -75,6 +75,6 @@ Material:
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@ -75,6 +75,6 @@ Material:
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View File

@ -5,7 +5,7 @@ using UnityEngine;
[System.Serializable] [System.Serializable]
public class PlayerBaseData public class PlayerBaseData
{ {
public PlayerType playerType; public PlayerTypes playerType;
public PlayerBase playerBase; public PlayerBase playerBase;
} }
@ -13,21 +13,14 @@ public class PlayerBaseHandler : MonoBehaviour
{ {
[SerializeField] private PlayerBase[] playerBases; [SerializeField] private PlayerBase[] playerBases;
private Dictionary<PlayerType, PlayerBase> playerBasesDict = new Dictionary<PlayerType, PlayerBase>(); public void InitPlayerTypes(List<PlayerTypes> playerTypes)
public void InitPlayerTypes(List<PlayerType> playerTypes)
{ {
foreach (PlayerBase playerBase in playerBases) foreach (PlayerBase playerBase in playerBases)
{ {
if (playerTypes.Contains(playerBase.GetPlayerType())) if (playerTypes.Contains(playerBase.GetPlayerType()))
{ {
playerBase.InitPlayerData(); playerBase.InitPlayerIds();
playerBase.gameObject.SetActive(true); playerBase.gameObject.SetActive(true);
if (!playerBasesDict.ContainsKey(playerBase.GetPlayerType()))
playerBasesDict.Add(playerBase.GetPlayerType(), playerBase);
else
playerBasesDict[playerBase.GetPlayerType()] = playerBase;
} }
else else
{ {
@ -36,8 +29,8 @@ public class PlayerBaseHandler : MonoBehaviour
} }
} }
public PlayerBase GetPlayerBase(PlayerType playerType) public void GetPlayerBase()
{ {
return playerBasesDict[playerType];
} }
} }

View File

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View File

@ -1,10 +1,9 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using TMPro;
using UnityEngine; using UnityEngine;
public enum PlayerType public enum PlayerTypes
{ {
Player1 = 0, Player1 = 0,
Player2 = 1, Player2 = 1,
@ -15,34 +14,16 @@ public enum PlayerType
[System.Serializable] [System.Serializable]
public class PlayerGameData public class PlayerGameData
{ {
public PlayerType playerType; public PlayerTypes playerType;
public int startIndex; public int startIndex;
public int endIndex; public int endIndex;
public Transform playersParent; public Transform playersParent;
public Dictionary<int, PlayerPawn> playerPawnsDict; public List<PlayerPawn> playerPawnsDict;
public int totalPawnsFinished = 0; public int totalPawnsFinished = 0;
} }
[System.Serializable]
public enum MatchType
{
PVP,
Bot
}
public enum BotMove
{
FinishingPathMove = 0,
SafeMove = 1,
AttackMove = 2,
NormalMove = 3,
NoMoves = 4
}
public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
{ {
[SerializeField] private TextMeshProUGUI diceText;
[SerializeField] private Transform pointerDebug; [SerializeField] private Transform pointerDebug;
[SerializeField] private MeshRenderer pointerMeshRend; [SerializeField] private MeshRenderer pointerMeshRend;
[SerializeField] private Material turnMat; [SerializeField] private Material turnMat;
@ -51,18 +32,14 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
[SerializeField] private PlayerGameData[] playerGameDatas; [SerializeField] private PlayerGameData[] playerGameDatas;
[SerializeField] private PlayerBaseHandler playerBaseHandler; [SerializeField] private PlayerBaseHandler playerBaseHandler;
private PlayerType currentPlayerTypeTurn; private PlayerTypes currentPlayerTypeTurn;
private int currentPlayerTurnIndex = 0; private int currentPlayerTurnIndex = 0;
private List<PlayerType> allPlayerTypes = new List<PlayerType>(); private List<PlayerTypes> playerTypes = new List<PlayerTypes>();
private List<PlayerType> botTypesInGame = new List<PlayerType>();
public List<PlayerType> PlayerTypesCollection => allPlayerTypes; public List<PlayerTypes> PlayerTypesCollection => playerTypes;
// private Dictionary<PlayerTypes, > playerPawnsDict = new Dictionary<PlayerTypes, List<PlayerPawn>>(); // private Dictionary<PlayerTypes, > playerPawnsDict = new Dictionary<PlayerTypes, List<PlayerPawn>>();
private Dictionary<PlayerType, PlayerGameData> playerGameDatasDict = new Dictionary<PlayerType, PlayerGameData>(); private Dictionary<PlayerTypes, PlayerGameData> playerGameDatasDict = new Dictionary<PlayerTypes, PlayerGameData>();
// botRuntimeMovementData: where can the bot move if a particular dice value is thrown, and based on the value set the bot move for each using a predictive approach and select based on the the priority
private Dictionary<PlayerType, Dictionary<int, BotMove>> botRuntimeMovementData = new Dictionary<PlayerType, Dictionary<int, BotMove>>();
private TilesManager tilesManager; private TilesManager tilesManager;
@ -84,121 +61,31 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
tilesManager = InterfaceManager.Instance.GetInterfaceInstance<TilesManager>(); tilesManager = InterfaceManager.Instance.GetInterfaceInstance<TilesManager>();
CanRollDice = true; CanRollDice = true;
playerTypes = new List<PlayerTypes> { PlayerTypes.Player1, PlayerTypes.Player2, PlayerTypes.Player3, PlayerTypes.Player4 };
// initialize the player list from UI. playerBaseHandler.InitPlayerTypes(playerTypes);
// InitPlayerTypesForLAN(null);
InitPlayerTypesForBotMatch(PlayerType.Player1, 1);
}
// TODO :: Call when the UI selection is made and game starts
public void InitPlayerTypesForLAN(List<PlayerType> types)
{
// TODO :: 2P, 3P, 4P
allPlayerTypes = new List<PlayerType> { PlayerType.Player1, PlayerType.Player2, PlayerType.Player3, PlayerType.Player4 };
playerBaseHandler.InitPlayerTypes(allPlayerTypes);
InitCurrentGamePlayerInfo(); InitCurrentGamePlayerInfo();
} }
public void InitPlayerTypesForBotMatch(PlayerType selectedPlayerType, int botCount)
{
botTypesInGame.Clear();
allPlayerTypes.Clear();
AssignBotTypes(selectedPlayerType, botCount);
InitBotRuntimeData();
allPlayerTypes.Add(selectedPlayerType);
allPlayerTypes.AddRange(botTypesInGame);
playerBaseHandler.InitPlayerTypes(allPlayerTypes);
InitCurrentGamePlayerInfo();
AssignPlayerAndBotStates(selectedPlayerType);
}
private void InitBotRuntimeData()
{
botRuntimeMovementData.Clear();
foreach (var botType in botTypesInGame)
{
PlayerGameData playerGameData = playerGameDatasDict[botType];
if (!botRuntimeMovementData.ContainsKey(botType))
{
botRuntimeMovementData.Add(botType, new Dictionary<int, BotMove>());
}
foreach (var pawn in playerGameData.playerPawnsDict)
{
botRuntimeMovementData[botType].Add(pawn.Value.PlayerId, BotMove.SafeMove);
}
}
}
private void AssignPlayerAndBotStates(PlayerType selectedPlayerType)
{
PlayerBase playerBase = playerBaseHandler.GetPlayerBase(selectedPlayerType);
playerBase.AssignBotState(PawnType.User);
foreach (PlayerType playerType in botTypesInGame)
{
playerBase = playerBaseHandler.GetPlayerBase(playerType);
playerBase.AssignBotState(PawnType.Bot);
}
}
private void AssignBotTypes(PlayerType selectedPlayerType, int botCount)
{
int addedBots = 0;
if (botCount == 1)
{
var playerType = (PlayerType)((int)selectedPlayerType + 2 < Enum.GetValues(typeof(PlayerType)).Length ?
(int)selectedPlayerType + 2 : (int)selectedPlayerType - 2);
botTypesInGame.Add(playerType);
}
else if (botCount == 2)
{
foreach (PlayerType enumType in Enum.GetValues(typeof(PlayerType)))
{
if (enumType == selectedPlayerType) continue;
botTypesInGame.Add(enumType);
addedBots++;
if (addedBots == botCount) break;
}
}
else
{
foreach (PlayerType enumType in Enum.GetValues(typeof(PlayerType)))
{
if (enumType == selectedPlayerType) continue;
botTypesInGame.Add(enumType);
}
}
}
// TODO :: Call based on 2P/3P/4P // TODO :: Call based on 2P/3P/4P
public void InitCurrentGamePlayerInfo() public void InitCurrentGamePlayerInfo()
{ {
currentPlayerTypeTurn = allPlayerTypes[currentPlayerTurnIndex]; currentPlayerTypeTurn = playerTypes[currentPlayerTurnIndex];
// initialize the board based on the player types // initialize the board based on the player types
foreach (PlayerGameData playerGameData in playerGameDatas) foreach (PlayerGameData playerGameData in playerGameDatas)
{ {
if (!allPlayerTypes.Contains(playerGameData.playerType)) if (!playerTypes.Contains(playerGameData.playerType))
continue; continue;
Debug.Log($"playerGameData.playerType: {playerGameData.playerType}");
playerGameDatasDict.Add(playerGameData.playerType, playerGameData); playerGameDatasDict.Add(playerGameData.playerType, playerGameData);
playerGameDatasDict[playerGameData.playerType].playerPawnsDict = new Dictionary<int, PlayerPawn>(); playerGameDatasDict[playerGameData.playerType].playerPawnsDict = new List<PlayerPawn>();
foreach (Transform playerPawnChild in playerGameData.playersParent) foreach (Transform playerPawnChild in playerGameData.playersParent)
{ {
if (!playerPawnChild.gameObject.activeInHierarchy) continue; if (!playerPawnChild.gameObject.activeInHierarchy) continue;
var pawn = playerPawnChild.GetComponent<PlayerPawn>(); playerGameDatasDict[playerGameData.playerType].playerPawnsDict.Add(playerPawnChild.GetComponent<PlayerPawn>());
playerGameDatasDict[playerGameData.playerType].playerPawnsDict.Add(pawn.PlayerId, pawn);
} }
} }
} }
@ -207,9 +94,9 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
{ {
foreach (var playerPawn in playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict) foreach (var playerPawn in playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict)
{ {
if (playerPawn.Value.GetPlayerState() == PlayerState.InFinishingPath) continue; if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath) continue;
playerPawn.Value.SetPlayerSelectionState(state); playerPawn.SetPlayerSelectionState(state);
} }
} }
@ -220,16 +107,29 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
// add core dice logic here // add core dice logic here
Debug.Log($"Tile Index :: LUDO :: rolledVal: {rolledVal} :: {currentPlayerTypeTurn}"); Debug.Log($"Tile Index :: LUDO :: rolledVal: {rolledVal} :: {currentPlayerTypeTurn}");
diceRolledValue = rolledVal; diceRolledValue = rolledVal;
diceText.text = $"{diceRolledValue}";
if (rolledVal == Ludo_3D_Constants.Max_Dice_Rolls) if (rolledVal == Ludo_3D_Constants.Max_Dice_Rolls)
{ {
// provide option to select a pawn from the list // provide option to select a pawn from the list
// also play a simple animation before selecting // also play a simple animation before selecting
EnablePlayerSelectionStates(true); EnablePlayerSelectionStates(true);
CanRollDiceAgain = true; CanRollDiceAgain = true;
if (AreAllPawnsInFinishingPath()) bool AreAllPawnsInFinishingPath = false;
foreach (var pawn in playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict)
{
if (pawn.GetPlayerState() == PlayerState.InFinishingPath && pawn.GetPlayerState() != PlayerState.HasFinished)
{
AreAllPawnsInFinishingPath = true;
continue;
}
AreAllPawnsInFinishingPath = false;
break;
}
if (AreAllPawnsInFinishingPath)
CanRollDice = true; CanRollDice = true;
pointerMeshRend.material = selectMat; pointerMeshRend.material = selectMat;
@ -238,7 +138,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
else // if there are any other pawns that are in safe or moving state else // if there are any other pawns that are in safe or moving state
{ {
// for player's logic // for player's logic
IEnumerable<PlayerPawn> availPlayers = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values.Select(pawn => pawn) IEnumerable<PlayerPawn> availPlayers = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Select(pawn => pawn)
.Where(pawn => pawn.GetPlayerState() == PlayerState.InSafeZone || .Where(pawn => pawn.GetPlayerState() == PlayerState.InSafeZone ||
pawn.GetPlayerState() == PlayerState.Moving || pawn.GetPlayerState() == PlayerState.Moving ||
pawn.GetPlayerState() == PlayerState.InFinishingPath); pawn.GetPlayerState() == PlayerState.InFinishingPath);
@ -268,7 +168,6 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
Debug.Log($"CustomAvailablePlayers: {customAvailPlayers}"); Debug.Log($"CustomAvailablePlayers: {customAvailPlayers}");
if (customAvailPlayers < 1) if (customAvailPlayers < 1)
{ {
// TODO :: Switch the player once the dice rolling has completed
SwitchPlayer(); SwitchPlayer();
CanRollDice = true; CanRollDice = true;
} }
@ -277,30 +176,11 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
} }
} }
private bool AreAllPawnsInFinishingPath()
{
bool areAllPawnsInFinishingPath = false;
foreach (var pawn in playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict)
{
if (pawn.Value.GetPlayerState() == PlayerState.InFinishingPath && pawn.Value.GetPlayerState() != PlayerState.HasFinished)
{
areAllPawnsInFinishingPath = true;
continue;
}
areAllPawnsInFinishingPath = false;
break;
}
return areAllPawnsInFinishingPath;
}
public void OnPawnSelected(PlayerPawn playerPawn) public void OnPawnSelected(PlayerPawn playerPawn)
{ {
EnablePlayerSelectionStates(false); EnablePlayerSelectionStates(false);
PlayerGameData playerGameData = playerGameDatasDict[currentPlayerTypeTurn]; PlayerGameData playerGameData = playerGameDatasDict[currentPlayerTypeTurn];
Debug.Log($"playerPawn.GetPlayerState(): {playerPawn.GetPlayerState()}");
if (playerPawn.GetPlayerState() == PlayerState.InHome) if (playerPawn.GetPlayerState() == PlayerState.InHome)
{ {
@ -344,17 +224,13 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
if (safeTile.PlayerTypesCount == 1) if (safeTile.PlayerTypesCount == 1)
{ {
PlayerType playerType = safeTile.GetFirstPlayerType(); PlayerTypes playerType = safeTile.GetFirstPlayerType();
var playerPawns = safeTile.GetPlayerPawns(playerType); var playerPawns = safeTile.GetPlayerPawns(playerType);
foreach (var pawn in playerPawns) foreach (var pawn in playerPawns)
pawn.MoveToCustomTilePosition(safeTile.CenterPlacementPosition); pawn.MoveToCustomTilePosition(safeTile.CenterPlacementPosition);
} }
} }
else
{
currentSittingTile.ResetPlayerPawn();
}
MoveThroughTiles(playerPawn, nextTileIdx, targetIndex: targetIdx); MoveThroughTiles(playerPawn, nextTileIdx, targetIndex: targetIdx);
} }
@ -377,93 +253,32 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
Debug.Log($"currentPlayerTurn: {currentPlayerTypeTurn}"); Debug.Log($"currentPlayerTurn: {currentPlayerTypeTurn}");
Debug.Log($"currentPlayerTurnIndex: {currentPlayerTurnIndex}"); Debug.Log($"currentPlayerTurnIndex: {currentPlayerTurnIndex}");
if (allPlayerTypes.Count == 1) if (playerTypes.Count == 1)
{ {
Debug.LogError($"GAME IS OVER"); Debug.LogError($"GAME IS OVER");
return; return;
} }
if (currentPlayerTypeTurn == allPlayerTypes[allPlayerTypes.Count - 1]) if (currentPlayerTypeTurn == playerTypes[playerTypes.Count - 1])
{ {
currentPlayerTurnIndex = 0; currentPlayerTurnIndex = 0;
currentPlayerTypeTurn = allPlayerTypes[currentPlayerTurnIndex]; currentPlayerTypeTurn = playerTypes[currentPlayerTurnIndex];
} }
else else
{ {
currentPlayerTurnIndex++; currentPlayerTurnIndex++;
currentPlayerTypeTurn = allPlayerTypes[currentPlayerTurnIndex]; currentPlayerTypeTurn = playerTypes[currentPlayerTurnIndex];
} }
diceText.text = $"{0}";
} }
Debug.Log($"CurrentPlayerTurn: {currentPlayerTypeTurn}"); // var tempPos = playerGameDatasDict[currentPlayerTypeTurn].playerCornerEntity.transform.position;
var tempPos = playerBaseHandler.GetPlayerBase(currentPlayerTypeTurn).transform.position; // pointerDebug.position = new Vector3(tempPos.x, 3f, tempPos.z);
pointerDebug.position = new Vector3(tempPos.x, 3f, tempPos.z);
pointerMeshRend.material = turnMat; pointerMeshRend.material = turnMat;
// pointerMeshRend.materials[0] = turnMat; // pointerMeshRend.materials[0] = turnMat;
if (playerPawn) if (playerPawn)
playerPawn.SetPlayerState(tilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex).IsSafeZone ? PlayerState.InSafeZone : PlayerState.Moving); playerPawn.SetPlayerState(tilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex).IsSafeZone ? PlayerState.InSafeZone : PlayerState.Moving);
Debug.Log($"botTypesInGame.Contains(currentPlayerTypeTurn): {botTypesInGame.Contains(currentPlayerTypeTurn)}");
if (!CanRollDiceAgain && botTypesInGame.Contains(currentPlayerTypeTurn)) // TODO :: Double check calling of the function
{
Invoke(nameof(RollDiceForBot), 1f);
}
}
private void RollDiceForBot()
{
Debug.Log($"RollDiceForBot");
OnDiceRolled(UnityEngine.Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1));
}
// TODO :: Call right after the dice is rolled with the animation
// What happens when you get a 6
private void SelectPawnFromBotBase()
{
var botPawnsDict = botRuntimeMovementData[currentPlayerTypeTurn]; // set the data inside this dict
// check the data from the playerGameDataDict
// change playerPawnsDict to list
// only select the pawns that are active
// if no pawns have left the home select the first pawn inside the base
//
foreach (var keyValuePair in playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict)
{
var playerPawn = keyValuePair.Value;
var possibleLandingIndex = playerPawn.CurrentTileIndex + diceRolledValue;
if (playerPawn.GetPlayerState() == PlayerState.HasFinished)
{
botPawnsDict.Remove(playerPawn.PlayerId); // TODO :: Double check logic
continue;
}
Tile tileData = tilesManager.RetrieveTileBasedOnIndex(possibleLandingIndex);
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath || possibleLandingIndex > playerGameDatasDict[currentPlayerTypeTurn].endIndex)
{
botPawnsDict[playerPawn.PlayerId] = BotMove.FinishingPathMove;
continue;
}
else if (tileData.IsSafeZone || playerPawn.GetPlayerState() == PlayerState.InHome)
{
botPawnsDict[playerPawn.PlayerId] = BotMove.SafeMove;
}
else if (tileData.PlayerPawn != null)
{
botPawnsDict[playerPawn.PlayerId] = BotMove.AttackMove;
}
else
{
botPawnsDict[playerPawn.PlayerId] = BotMove.NormalMove;
}
}
} }
private void MoveThroughTiles(PlayerPawn playerPawn, int index, int targetIndex) private void MoveThroughTiles(PlayerPawn playerPawn, int index, int targetIndex)
@ -512,20 +327,12 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
else else
{ {
// TODO :: Improve this logic, use a collection // TODO :: Improve this logic, use a collection
Debug.Log($"nextTile.IsSafeZone: {nextTile.IsSafeZone}");
if (!nextTile.IsSafeZone) if (!nextTile.IsSafeZone)
{ {
Debug.Log($"nextTile.PlayerPawn: {nextTile.PlayerPawn}, {nextTile.transform.name}");
if (nextTile.PlayerPawn != null) if (nextTile.PlayerPawn != null)
{ {
// play animation for moving back to base.
// TODO :: Send existing pawn back to base. // TODO :: Send existing pawn back to base.
// means there's already a pawn there, move him back to the base. // means there's already a pawn there, move him back to the base.
var playerBasePos = playerBaseHandler.GetPlayerBase(nextTile.PlayerPawn.PlayerType)
.GetBasePlacementDataPosition(nextTile.PlayerPawn.PlayerId - 1).position;
Debug.Log($"playerBasePos: {playerBasePos}");
nextTile.PlayerPawn.transform.position = playerBasePos;
nextTile.PlayerPawn.SetPlayerState(PlayerState.InHome);
} }
nextTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn); nextTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
@ -548,7 +355,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
Debug.Log($"targetSafeTile.ContainsPlayerType(currentPlayerTypeTurn): {targetSafeTile.ContainsPlayerType(currentPlayerTypeTurn)}"); Debug.Log($"targetSafeTile.ContainsPlayerType(currentPlayerTypeTurn): {targetSafeTile.ContainsPlayerType(currentPlayerTypeTurn)}");
if (!targetSafeTile.ContainsPlayerType(currentPlayerTypeTurn)) // means it is a new player type, the second one if (!targetSafeTile.ContainsPlayerType(currentPlayerTypeTurn)) // means it is a new player type, the second one
{ {
PlayerType initialPlayerType = targetSafeTile.GetFirstPlayerType(); PlayerTypes initialPlayerType = targetSafeTile.GetFirstPlayerType();
// rearrange already existing player from center position to it's saved transform // rearrange already existing player from center position to it's saved transform
var playerPawns = targetSafeTile.GetPlayerPawns(initialPlayerType); var playerPawns = targetSafeTile.GetPlayerPawns(initialPlayerType);
@ -627,10 +434,10 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
CanRollDiceAgain = false; CanRollDiceAgain = false;
SwitchPlayer(); SwitchPlayer();
if (allPlayerTypes.Contains(currentPlayerTypeTurn)) if (playerTypes.Contains(currentPlayerTypeTurn))
allPlayerTypes.Remove(currentPlayerTypeTurn); playerTypes.Remove(currentPlayerTypeTurn);
Debug.Log($"PlayerTypes: {allPlayerTypes.Count}"); Debug.Log($"PlayerTypes: {playerTypes.Count}");
} }
else else
{ {

View File

@ -9,36 +9,22 @@ public class BasePlacementData
public class PlayerBase : MonoBehaviour public class PlayerBase : MonoBehaviour
{ {
[SerializeField] private PlayerType playerType; [SerializeField] private PlayerTypes playerType;
[SerializeField] private BasePlacementData[] basePlacementDatas; [SerializeField] private BasePlacementData[] basePlacementDatas;
[SerializeField] private PlayerPawn[] playerPawns; [SerializeField] private PlayerPawn[] playerPawns;
public bool IsBotBase public PlayerTypes GetPlayerType() => playerType;
{
get; private set;
}
public PlayerType GetPlayerType() => playerType; public void InitPlayerIds()
public void InitPlayerData()
{ {
for (int idx = 0; idx < basePlacementDatas.Length; idx++) for (int idx = 0; idx < basePlacementDatas.Length; idx++)
{ {
playerPawns[idx].Init(basePlacementDatas[idx].playerBaseId, playerType); playerPawns[idx].InitId(basePlacementDatas[idx].playerBaseId);
} }
} }
public void AssignBotState(PawnType pawnType) public BasePlacementData GetBasePlacementData(int idx)
{ {
IsBotBase = pawnType == PawnType.Bot; return basePlacementDatas[idx];
for (int idx = 0; idx < playerPawns.Length; idx++)
{
playerPawns[idx].AssignBotPlayerState(IsBotBase);
}
}
public Transform GetBasePlacementDataPosition(int idx)
{
return basePlacementDatas[idx].placementTransform;
} }
} }

View File

@ -11,19 +11,11 @@ public enum PlayerState
HasFinished HasFinished
} }
public enum PawnType
{
User,
Bot
}
public class PlayerPawn : MonoBehaviour public class PlayerPawn : MonoBehaviour
{ {
[SerializeField] private PlayerState playerState; [SerializeField] private PlayerState playerState;
private bool canSelectPlayerFromHome; private bool canSelectPlayerFromHome;
private GameplayManager gameplayManager;
public int CurrentTileIndex public int CurrentTileIndex
{ {
get; private set; get; private set;
@ -34,30 +26,27 @@ public class PlayerPawn : MonoBehaviour
get; private set; get; private set;
} }
public PlayerType PlayerType public int BaseId
{ {
get; private set; get; private set;
} }
public bool IsBotPlayer private GameplayManager gameplayManager;
{
get; private set;
}
public void AssignBotPlayerState(bool state)
{
IsBotPlayer = state;
}
public void SetPlayerSelectionState(bool state) public void SetPlayerSelectionState(bool state)
{ {
canSelectPlayerFromHome = state; canSelectPlayerFromHome = state;
if (canSelectPlayerFromHome) if (canSelectPlayerFromHome)
{ {
// TODO :: Play animation for selecting any of the players // Play animation for selecting any of the players
} }
} }
public void SetCurrentTileIndex(int tileIndex)
{
CurrentTileIndex = tileIndex;
}
public void MoveToTile(Vector3 startingPoint, Action onComplete, int tileIndex) public void MoveToTile(Vector3 startingPoint, Action onComplete, int tileIndex)
{ {
CurrentTileIndex = tileIndex; CurrentTileIndex = tileIndex;
@ -84,7 +73,7 @@ public class PlayerPawn : MonoBehaviour
private void OnMouseDown() private void OnMouseDown()
{ {
if (IsBotPlayer || !canSelectPlayerFromHome) return; if (!canSelectPlayerFromHome) return;
SetGameplayManager(); SetGameplayManager();
gameplayManager.OnPawnSelected(this); gameplayManager.OnPawnSelected(this);
@ -95,9 +84,8 @@ public class PlayerPawn : MonoBehaviour
gameplayManager = gameplayManager ?? InterfaceManager.Instance.GetInterfaceInstance<GameplayManager>(); gameplayManager = gameplayManager ?? InterfaceManager.Instance.GetInterfaceInstance<GameplayManager>();
} }
public void Init(int id, PlayerType playerType) public void InitId(int id)
{ {
PlayerId = id; PlayerId = id;
PlayerType = playerType;
} }
} }

View File

@ -27,8 +27,7 @@ public class DiceRoller : MonoBehaviour
private void OnDiceRolled() private void OnDiceRolled()
{ {
int currentRolledVal = Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1); int currentRolledVal = diceTestValue != 0 ? diceTestValue : Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1);
// diceTestValue != 0 ? diceTestValue : Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1);
inputManager.SetDiceRollValue(currentRolledVal); inputManager.SetDiceRollValue(currentRolledVal);
} }
} }

View File

@ -8,13 +8,13 @@ public class SafeTile : Tile
[SerializeField] private Transform[] placementPoints; [SerializeField] private Transform[] placementPoints;
protected Queue<Transform> placementQueue = new Queue<Transform>(); protected Queue<Transform> placementQueue = new Queue<Transform>();
protected Dictionary<PlayerType, PlayerTileData> playerTypesDict = new Dictionary<PlayerType, PlayerTileData>(); protected Dictionary<PlayerTypes, PlayerTileData> playerTypesDict = new Dictionary<PlayerTypes, PlayerTileData>();
public int PlayerTypesCount => playerTypesDict.Count; public int PlayerTypesCount => playerTypesDict.Count;
public bool HasMoreThanOnePlayerType => playerTypesDict.Count > 1; public bool HasMoreThanOnePlayerType => playerTypesDict.Count > 1;
public List<PlayerPawn> GetPlayerPawns(PlayerType playerType) => playerTypesDict[playerType].playerPawns.Values.ToList(); public List<PlayerPawn> GetPlayerPawns(PlayerTypes playerType) => playerTypesDict[playerType].playerPawns.Values.ToList();
public bool ContainsPlayerType(PlayerType playerType) => playerTypesDict.ContainsKey(playerType); public bool ContainsPlayerType(PlayerTypes playerType) => playerTypesDict.ContainsKey(playerType);
private void Awake() private void Awake()
{ {
@ -24,7 +24,7 @@ public class SafeTile : Tile
} }
} }
public override void InitPlayerPawn(PlayerPawn playerPawn, PlayerType playerType) public override void InitPlayerPawn(PlayerPawn playerPawn, PlayerTypes playerType)
{ {
// PlayerPawn = playerPawn; // PlayerPawn = playerPawn;
if (!playerTypesDict.ContainsKey(playerType)) if (!playerTypesDict.ContainsKey(playerType))
@ -48,7 +48,7 @@ public class SafeTile : Tile
} }
} }
public void UpdateSafeZonePlayerData(PlayerType playerType, PlayerPawn playerPawn) public void UpdateSafeZonePlayerData(PlayerTypes playerType, PlayerPawn playerPawn)
{ {
if (playerTypesDict.ContainsKey(playerType)) if (playerTypesDict.ContainsKey(playerType))
{ {
@ -70,19 +70,19 @@ public class SafeTile : Tile
} }
} }
public PlayerType GetFirstPlayerType() => playerTypesDict.Keys.FirstOrDefault(); public PlayerTypes GetFirstPlayerType() => playerTypesDict.Keys.FirstOrDefault();
public int GetPlayerPawnsCountInTile(PlayerType playerType) public int GetPlayerPawnsCountInTile(PlayerTypes playerType)
{ {
return playerTypesDict[playerType].playerPawns.Count; return playerTypesDict[playerType].playerPawns.Count;
} }
public PlayerPawn IterateAndGetPlayerPawn(PlayerType playerType, int index) public PlayerPawn IterateAndGetPlayerPawn(PlayerTypes playerType, int index)
{ {
return playerTypesDict[playerType].playerPawns[index + 1]; return playerTypesDict[playerType].playerPawns[index + 1];
} }
public Transform GetPlacementPoint(PlayerType playerType) public Transform GetPlacementPoint(PlayerTypes playerType)
{ {
return playerTypesDict[playerType].commonPlacementTransform; return playerTypesDict[playerType].commonPlacementTransform;
} }

View File

@ -22,7 +22,7 @@ public class Tile : MonoBehaviour
public bool IsSafeZone => isSafeZone; public bool IsSafeZone => isSafeZone;
public Vector3 CenterPlacementPosition => new Vector3(transform.position.x, 1f, transform.position.z); public Vector3 CenterPlacementPosition => transform.position;
protected int lastOccupiedIndex = 0; protected int lastOccupiedIndex = 0;
@ -31,13 +31,8 @@ public class Tile : MonoBehaviour
get; private set; get; private set;
} }
public virtual void InitPlayerPawn(PlayerPawn playerPawn, PlayerType playerType) public virtual void InitPlayerPawn(PlayerPawn playerPawn, PlayerTypes playerType)
{ {
PlayerPawn = playerPawn; PlayerPawn = playerPawn;
} }
public void ResetPlayerPawn()
{
PlayerPawn = null;
}
} }

View File

@ -7,7 +7,7 @@ using UnityEngine.Tilemaps;
[System.Serializable] [System.Serializable]
public struct TileData public struct TileData
{ {
public PlayerType playerType; public PlayerTypes playerType;
public Transform playerFinishingTileParent; public Transform playerFinishingTileParent;
} }
@ -18,7 +18,7 @@ public class TilesManager : MonoBehaviour, IBootLoader, IDataLoader, IBase
private GameplayManager gameplayManager; private GameplayManager gameplayManager;
private Dictionary<PlayerType, List<Transform>> finishingTileDataPairs = new Dictionary<PlayerType, List<Transform>>(); private Dictionary<PlayerTypes, List<Transform>> finishingTileDataPairs = new Dictionary<PlayerTypes, List<Transform>>();
public void Initialize() public void Initialize()
{ {
@ -40,7 +40,7 @@ public class TilesManager : MonoBehaviour, IBootLoader, IDataLoader, IBase
} }
} }
public int GetFinishingTileDataLength(PlayerType playerType) => finishingTileDataPairs[playerType].Count; public int GetFinishingTileDataLength(PlayerTypes playerType) => finishingTileDataPairs[playerType].Count;
public int GetGeneralTilesLength() => generalTiles.Length; public int GetGeneralTilesLength() => generalTiles.Length;
@ -57,7 +57,7 @@ public class TilesManager : MonoBehaviour, IBootLoader, IDataLoader, IBase
return tile; return tile;
} }
public Transform RetrievePositionForFinishingTile(PlayerType playerType, int index) public Transform RetrievePositionForFinishingTile(PlayerTypes playerType, int index)
{ {
return finishingTileDataPairs[playerType][index]; return finishingTileDataPairs[playerType][index];
} }

View File

@ -806,23 +806,7 @@ PlayerSettings:
webGLThreadsSupport: 0 webGLThreadsSupport: 0
webGLDecompressionFallback: 0 webGLDecompressionFallback: 0
webGLPowerPreference: 2 webGLPowerPreference: 2
scriptingDefineSymbols: scriptingDefineSymbols: {}
Android: DOTWEEN
EmbeddedLinux: DOTWEEN
GameCoreScarlett: DOTWEEN
GameCoreXboxOne: DOTWEEN
LinuxHeadlessSimulation: DOTWEEN
Lumin: DOTWEEN
Nintendo Switch: DOTWEEN
PS4: DOTWEEN
PS5: DOTWEEN
Stadia: DOTWEEN
Standalone: DOTWEEN
WebGL: DOTWEEN
Windows Store Apps: DOTWEEN
XboxOne: DOTWEEN
iPhone: DOTWEEN
tvOS: DOTWEEN
additionalCompilerArguments: {} additionalCompilerArguments: {}
platformArchitecture: {} platformArchitecture: {}
scriptingBackend: {} scriptingBackend: {}