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View File

@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using DG.Tweening;
using TMPro;
using UnityEngine;
@ -76,10 +77,12 @@ 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;
public void Initialize()
{
InterfaceManager.Instance?.RegisterInterface<GameplayManager>(this);
DOTween.useSafeMode = false;
}
public void InitializeData()
@ -99,6 +102,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
{
// TODO :: 2P, 3P, 4P
allPlayerTypes = new List<PlayerType> { PlayerType.Player1, PlayerType.Player2, PlayerType.Player3, PlayerType.Player4 };
// allPlayerTypes = new List<PlayerType> { PlayerType.Player1, PlayerType.Player3 };
playerBaseHandler.InitPlayerTypes(allPlayerTypes);
InitCurrentGamePlayerInfo();
@ -224,22 +228,30 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
if (botTypesInGame.Contains(currentPlayerTypeTurn)) return;
OnDiceRolled(rolledVal);
CheckForPlayerSwitching();
OnNoMovesLeft();
}
private void CheckForPlayerSwitching()
// Summary :: Function will be called and effective when a dice is rolled and no selection of pawns is made.
private void OnNoMovesLeft()
{
if (canSwitchPlayer && !CanRollDiceAgain)
{
Debug.Log($"Switching player");
SwitchPlayer();
CanRollDice = true;
SetCanRollDiceForUser(true);
}
// else if (botTypesInGame.Contains(currentPlayerTypeTurn) && CanRollDiceAgain)
// {
// Debug.Log($"Invoking RollDiceForBot");
// Invoke(nameof(RollDiceForBot), 1f);
// }
}
private bool CheckForMaxDiceRollAttempt()
{
if (diceSixRollCounter == 3)
{
CanRollDiceAgain = false;
SwitchPlayer();
return true;
}
return false;
}
private void RollDiceForBot()
@ -251,14 +263,14 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
SelectPawnFromBotBase();
CheckForPlayerSwitching();
OnNoMovesLeft();
}
// TODO :: Call right after the dice is rolled with the animation
// What happens when you get a 6
private void SelectPawnFromBotBase()
{
if (availPlayers.Count() < 1 && !CanRollDiceAgain || !botTypesInGame.Contains(currentPlayerTypeTurn)) return; // Have a better check here
if (canSwitchPlayer || availPlayers.Count() < 1 && !CanRollDiceAgain || !botTypesInGame.Contains(currentPlayerTypeTurn)) return; // Have a better check here
Debug.Log($"CallTest: SelectPawnFromBotBase: {currentPlayerTypeTurn}");
var botPawnsDictForCurrentPlayer = botRuntimeMovementData[currentPlayerTypeTurn]; // set the data inside this dict
@ -289,50 +301,64 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
}
// TODO :: Double check
// foreach (var key in botPawnsDictForCurrentPlayer.Keys)
// botPawnsDictForCurrentPlayer[key] = BotMove.NoMoves;
foreach (var key in botPawnsDictForCurrentPlayer.Keys)
{
Debug.Log($"b :: botPawnsDictForCurrentPlayer[key]: {botPawnsDictForCurrentPlayer[key]}");
// botPawnsDictForCurrentPlayer[key] = BotMove.NoMoves;
Debug.Log($"a :: botPawnsDictForCurrentPlayer[key]: {botPawnsDictForCurrentPlayer[key]}");
}
Debug.Log($"Before Iterating");
foreach (var playerPawn in availPlayers)
{
Debug.Log($"Iterating");
var possibleLandingIndex = playerPawn.CurrentTileIndex + diceRolledValue;
if (playerPawn.GetPlayerState() == PlayerState.HasFinished)
{
botPawnsDictForCurrentPlayer.Remove(playerPawn.PlayerId); // TODO :: Double check logic
continue;
}
int lastIndex = tilesManager.GetGeneralTilesLength() - 1;
int index = possibleLandingIndex > lastIndex ? (possibleLandingIndex - lastIndex) - 1 : possibleLandingIndex;
int index = possibleLandingIndex > lastIndex ? possibleLandingIndex - lastIndex - 1 : possibleLandingIndex;
Tile possibleTileData = tilesManager.RetrieveTileBasedOnIndex(index);
Debug.Log($"AI playerPawn :: {playerPawn.name} :: state: {playerPawn.GetPlayerState()}, possibleLandingIndex: {possibleLandingIndex > playerGameDatasDict[currentPlayerTypeTurn].endIndex}");
Debug.Log($"AI playerPawn :: {playerPawn.name} :: possibleTileData.IsSafeZone: {possibleTileData.IsSafeZone}");
Debug.Log($"AI playerPawn :: {playerPawn.name} :: possibleTileData.PlayerPawn: {possibleTileData.PlayerPawn}");
Debug.Log($"AI playerPawn :: {playerPawn.name} :: possibleTileData.PlayerPawn: {possibleTileData.HasPawnsAvailable}");
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath || possibleLandingIndex > playerGameDatasDict[currentPlayerTypeTurn].endIndex)
{
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.FinishingPathMove;
savedPlayerId = playerPawn.PlayerId;
break;
Debug.Log($"AI playerPawn :: {playerPawn.name} :: {playerPawn.PlayerId} :: inFinishingPath :: canSelectPlayer: {playerPawn.CanSelectPlayer}");
if (playerPawn.CanSelectPlayer)
{
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.FinishingPathMove;
savedPlayerId = playerPawn.PlayerId;
break;
}
else
{
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.NoMoves;
}
}
else if (possibleTileData.IsSafeZone || playerPawn.GetPlayerState() == PlayerState.InHome)
else if (possibleTileData.IsSafeZone)
{
Debug.Log($"AI playerPawn :: {playerPawn.name} :: {playerPawn.PlayerId} :: safeMove");
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.SafeMove;
}
else if (possibleTileData.PlayerPawn != null)
else if (possibleTileData.HasPawnsAvailable)
{
Debug.Log($"AI playerPawn :: {playerPawn.name} :: {playerPawn.PlayerId} :: attackMove");
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.AttackMove;
}
else
{
Debug.Log($"AI playerPawn :: {playerPawn.name} :: normalMove");
Debug.Log($"AI playerPawn :: {playerPawn.name} :: {playerPawn.PlayerId} :: normalMove");
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.NormalMove;
}
}
List<int> playerIds = new List<int>();
if (savedPlayerId != -1 && playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict[savedPlayerId].CanSelectPlayerFromHome)
if (savedPlayerId != -1)
Debug.Log($"SavedPlayerId: {savedPlayerId}, CanSelectPlayer: {playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict[savedPlayerId].CanSelectPlayer}");
if (savedPlayerId != -1 && playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict[savedPlayerId].CanSelectPlayer)
{
pawn = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict[savedPlayerId]; // chances are when one of the character reaches towards the finishing point
}
@ -399,7 +425,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
public void OnDiceRolled(int rolledVal)
{
CanRollDice = false;
SetCanRollDiceForUser(false);
// add core dice logic here
Debug.Log($"Tile Index :: LUDO :: rolledVal: {rolledVal} :: {currentPlayerTypeTurn}");
@ -412,13 +438,26 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
canSwitchPlayer = false;
// provide option to select a pawn from the list
// also play a simple animation before selecting
EnablePlayerSelectionStates(true);
CanRollDiceAgain = true;
if (AreAllPawnsInFinishingPath())
CanRollDice = true;
diceSixRollCounter++;
pointerMeshRend.material = selectMat;
foreach (var playerPawn in playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict)
if (playerPawn.Value.GetPlayerState() == PlayerState.InFinishingPath)
playerPawn.Value.SetPlayerSelectionState(false);
Debug.Log($"### AreAllPawnsInFinishingPath");
if (AreAllPawnsInFinishingPath())
{
SetCanRollDiceForUser(true);
return;
}
Debug.Log($"### EnablePlayerSelectionStates");
EnablePlayerSelectionStates(true);
// pointerMeshRend.materials[0] = selectMat;
}
else // if there are any other pawns that are in safe or moving state
@ -426,31 +465,36 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
// for player's logic
InitActivePlayers();
Debug.Log($"availPlayers: {playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values.Select(pawn => pawn).Where(pawn => pawn.GetPlayerState() == PlayerState.InHome).ToList().Count}");
int customAvailPlayers = availPlayers.Count();
Debug.Log($"before CustomAvailablePlayers: {customAvailPlayers}");
List<int> indexesToRemove = new List<int>();
foreach (PlayerPawn playerPawn in availPlayers)
for (int i = 0; i < availPlayers.Count; i++)
{
Debug.Log($"## playerPawn.GetPlayerState(): {playerPawn.GetPlayerState()}");
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath)
Debug.Log($"## playerPawn.GetPlayerState(): {availPlayers[i].GetPlayerState()}");
if (availPlayers[i].GetPlayerState() == PlayerState.InFinishingPath)
{
Debug.Log($"diceRolledValue: {diceRolledValue}, FinishingDataLen: {tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn)}, playerPawn.CurrentTileIndex: {playerPawn.CurrentTileIndex}");
if (diceRolledValue <= tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - (playerPawn.CurrentTileIndex + 1))
Debug.Log($"diceRolledValue: {diceRolledValue}, FinishingDataLen: {tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn)}, playerPawn.CurrentTileIndex: {availPlayers[i].CurrentTileIndex}");
if (diceRolledValue <= tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - (availPlayers[i].CurrentTileIndex + 1))
{
playerPawn.SetPlayerSelectionState(true);
availPlayers[i].SetPlayerSelectionState(true);
}
else
{
indexesToRemove.Add(i);
availPlayers[i].SetPlayerSelectionState(false);
customAvailPlayers--;
}
continue;
}
playerPawn.SetPlayerSelectionState(true);
availPlayers[i].SetPlayerSelectionState(true);
}
foreach (int i in indexesToRemove) availPlayers.RemoveAt(i);
// if (availPlayers.Count() < 1)
Debug.Log($"CustomAvailablePlayers: {customAvailPlayers}");
canSwitchPlayer = customAvailPlayers < 1;
@ -473,7 +517,9 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
bool areAllPawnsInFinishingPath = false;
foreach (var pawn in playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict)
{
if (pawn.Value.GetPlayerState() == PlayerState.InFinishingPath && pawn.Value.GetPlayerState() != PlayerState.HasFinished)
if (pawn.Value.GetPlayerState() == PlayerState.HasFinished) continue;
if (pawn.Value.GetPlayerState() == PlayerState.InFinishingPath)
{
areAllPawnsInFinishingPath = true;
continue;
@ -515,25 +561,29 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
onComplete: () =>
{
playerGameDatasDict[playerGameData.playerType].totalPawnsInHome--;
CanRollDice = true;
UpdatePlayerState(playerPawn, PlayerState.InSafeZone);
if (CheckForMaxDiceRollAttempt())
{
return;
}
if (playerPawn.IsBotPlayer)
CheckDiceRollForBot(playerPawn);
else
SetCanRollDiceForUser(true);
}, playerGameData.startIndex);
return;
}
else if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath
|| playerPawn.CurrentTileIndex == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
else if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath)
{
int finishingPathIndex = GetNextFinishingTileIndex(playerPawn);
int targetIdx = finishingPathIndex + diceRolledValue > tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1 ?
tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1 : finishingPathIndex + diceRolledValue;
Debug.Log($"TargetIdx: {targetIdx}, finishingPathIndex: {finishingPathIndex}");
MoveThroughFinishingPath(playerPawn, finishingPathIndex, targetIdx);
ApplyFinishingPathLogic(playerPawn);
}
else if (playerPawn.CurrentTileIndex == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
{
tilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex).ResetPlayerPawn(playerPawn);
ApplyFinishingPathLogic(playerPawn);
}
else if (playerPawn.GetPlayerState() == PlayerState.InSafeZone || playerPawn.GetPlayerState() == PlayerState.Moving)
{
@ -562,13 +612,24 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
}
else
{
currentSittingTile.ResetPlayerPawn();
currentSittingTile.ResetPlayerPawn(playerPawn);
}
MoveThroughTiles(playerPawn, nextTileIdx, targetIndex: targetIdx);
}
}
private void ApplyFinishingPathLogic(PlayerPawn playerPawn)
{
int finishingPathIndex = GetNextFinishingTileIndex(playerPawn);
int targetIdx = finishingPathIndex + diceRolledValue > tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1 ?
tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1 : finishingPathIndex + diceRolledValue;
Debug.Log($"TargetIdx: {targetIdx}, finishingPathIndex: {finishingPathIndex}");
MoveThroughFinishingPath(playerPawn, finishingPathIndex, targetIdx);
}
public int GetNextGeneralTileIndex(PlayerPawn playerPawn)
{
return playerPawn.CurrentTileIndex == tilesManager.GetGeneralTilesLength() - 1 ? 0 : playerPawn.CurrentTileIndex + 1;
@ -605,9 +666,11 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
currentPlayerTypeTurn = allPlayerTypes[currentPlayerTurnIndex];
}
diceSixRollCounter = 0;
diceText.text = $"{0}";
}
SetCanRollDiceForUser(!botTypesInGame.Contains(currentPlayerTypeTurn));
Debug.Log($"CurrentPlayerTurn: {currentPlayerTypeTurn}");
var tempPos = playerBaseHandler.GetPlayerBase(currentPlayerTypeTurn).transform.position;
pointerDebug.position = new Vector3(tempPos.x, 3f, tempPos.z);
@ -676,25 +739,61 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
Debug.Log($"nextTile.IsSafeZone: {nextTile.IsSafeZone}");
if (!nextTile.IsSafeZone)
{
Debug.Log($"nextTile.PlayerPawn: {nextTile.PlayerPawn}, {nextTile.transform.name}");
if (nextTile.PlayerPawn != null && playerPawn.PlayerType != nextTile.PlayerPawn.PlayerType)
Debug.Log($"nextTile.HasPawnsAvailable: {nextTile.HasPawnsAvailable}");
if (nextTile.HasPawnsAvailable && playerPawn.PlayerType != nextTile.CurrentHoldingPlayerType)
{
Debug.Log($"nextTile.PlayerPawn: {nextTile.CurrentHoldingPlayerType}, {nextTile.transform.name}");
Debug.Log($"nextTile.TotalPawnsInTile: {nextTile.TotalPawnsInTile}");
// play animation for moving back to base.
// TODO :: Send existing pawn back to base.
// means there's already a pawn there, move him back to the base.
var playerBasePos = playerBaseHandler.GetPlayerBase(nextTile.PlayerPawn.PlayerType)
.GetBasePlacementDataPosition(nextTile.PlayerPawn.PlayerId - 1);
Debug.Log($"playerBasePos: {playerBasePos}");
int counter = nextTile.TotalPawnsInTile;
for (int i = counter; i > 0; i--)
{
var pawn = nextTile.GetPlayerPawn();
Debug.Log($"pawn: {pawn}");
Debug.Log($"playerBase: {playerBaseHandler}");
var playerBasePos = playerBaseHandler.GetPlayerBase(pawn.PlayerType)
.GetBasePlacementDataPosition(pawn.PlayerId - 1);
Debug.Log($"playerBasePos: {playerBasePos}");
playerGameDatasDict[nextTile.PlayerPawn.PlayerType].totalPawnsInHome++;
nextTile.PlayerPawn.MoveBackToHome(playerBasePos);
playerGameDatasDict[pawn.PlayerType].totalPawnsInHome++;
pawn.MoveBackToHome(playerBasePos);
}
if (CheckForMaxDiceRollAttempt())
{
nextTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
return;
}
CanRollDiceAgain = true;
if (playerPawn.IsBotPlayer)
CheckDiceRollForBot(playerPawn);
else
SetCanRollDiceForUser(true);
}
nextTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
if (CheckForMaxDiceRollAttempt())
{
return;
}
}
else
{
if (CheckForMaxDiceRollAttempt())
{
return;
}
}
SwitchPlayer(playerPawn);
CanRollDice = true;
if (!CanRollDiceAgain)
{
SetCanRollDiceForUser(true);
}
}
},
index);
@ -785,31 +884,46 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
UpdatePlayerState(playerPawn, PlayerState.HasFinished);
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished++;
Debug.Log($"totalPawnsFinished: {playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished}, playerPawnsDict.Count: {playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count}");
if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished == playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count)
{
CanRollDiceAgain = false;
SwitchPlayer();
if (allPlayerTypes.Contains(currentPlayerTypeTurn))
allPlayerTypes.Remove(currentPlayerTypeTurn);
SwitchPlayer();
Debug.Log($"PlayerTypes: {allPlayerTypes.Count}");
}
else
{
CanRollDiceAgain = true;
if (playerPawn.IsBotPlayer)
CheckDiceRollForBot(playerPawn);
CheckDiceRollForBot(playerPawn);
}
}
else
{
if (CheckForMaxDiceRollAttempt())
{
SetCanRollDiceForUser(true);
return;
}
SwitchPlayer();
}
CanRollDice = true;
SetCanRollDiceForUser(true);
}
},
index);
}
private void SetCanRollDiceForUser(bool state)
{
// if (botTypesInGame.Contains(playerType)) return;
CanRollDice = state;
}
}

View File

@ -39,6 +39,7 @@ public class PlayerBase : MonoBehaviour
public Transform GetBasePlacementDataPosition(int idx)
{
Debug.Log($"Index: {idx}, basePlacementDatas[idx]: {basePlacementDatas[idx]}");
return basePlacementDatas[idx].placementTransform;
}
}

View File

@ -22,10 +22,11 @@ public class PlayerPawn : MonoBehaviour
[SerializeField] private PlayerState playerState;
[SerializeField] private Animator animator;
public bool CanSelectPlayerFromHome
public bool CanSelectPlayer
{
get; private set;
}
private GameplayManager gameplayManager;
public int CurrentTileIndex
@ -60,8 +61,8 @@ public class PlayerPawn : MonoBehaviour
public void SetPlayerSelectionState(bool state)
{
CanSelectPlayerFromHome = state;
if (CanSelectPlayerFromHome)
CanSelectPlayer = state;
if (CanSelectPlayer)
{
// TODO :: Play animation for selecting any of the players
}
@ -72,10 +73,16 @@ public class PlayerPawn : MonoBehaviour
StepsTaken++;
CurrentTileIndex = tileIndex;
animator?.SetTrigger("Jump");
// SFX
SoundManager soundManager = InterfaceManager.Instance?.GetInterfaceInstance<SoundManager>();
soundManager?.PlayGameSoundClip(SoundType.Jump);
transform.DOMove(startingPoint, 0.6f).onComplete = () =>
{
animator?.ResetTrigger("Jump");
// Rotate Player
TilesManager tilesManager = InterfaceManager.Instance.GetInterfaceInstance<TilesManager>();
gameplayManager = gameplayManager ?? InterfaceManager.Instance.GetInterfaceInstance<GameplayManager>();
@ -112,7 +119,7 @@ public class PlayerPawn : MonoBehaviour
private void OnMouseDown()
{
if (IsBotPlayer || !CanSelectPlayerFromHome) return;
if (IsBotPlayer || !CanSelectPlayer) return;
SetGameplayManager();
gameplayManager.OnPawnSelected(this);

View File

@ -27,6 +27,9 @@ public class DiceRoller : MonoBehaviour
private void OnDiceRolled()
{
SoundManager soundManager = InterfaceManager.Instance?.GetInterfaceInstance<SoundManager>();
soundManager?.PlayGameSoundClip(SoundType.Dice);
int currentRolledVal = // 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);

View File

@ -27,18 +27,30 @@ public class Tile : MonoBehaviour
protected int lastOccupiedIndex = 0;
public PlayerPawn PlayerPawn // Change implementation
private List<PlayerPawn> PlayerPawns = new List<PlayerPawn>(); // Change implementation
public bool HasPawnsAvailable => PlayerPawns.Count > 0;
public PlayerType CurrentHoldingPlayerType => PlayerPawns[0].PlayerType;
public int TotalPawnsInTile => PlayerPawns.Count;
public PlayerPawn GetPlayerPawn()
{
get; private set;
var pawn = PlayerPawns[0];
PlayerPawns.RemoveAt(0);
return pawn;
}
public virtual void InitPlayerPawn(PlayerPawn playerPawn, PlayerType playerType)
{
PlayerPawn = playerPawn;
PlayerPawns.Add(playerPawn);
Debug.Log($"Adding new PlayerPawn {playerPawn.name}, playerType: {playerType} to {name}");
Debug.Log($"Adding new PlayerPawn {PlayerPawns.Count} {name}");
}
public void ResetPlayerPawn()
public void ResetPlayerPawn(PlayerPawn movingPawn)
{
PlayerPawn = null;
PlayerPawns.Remove(movingPawn);
Debug.Log($"Resetting new PlayerPawn {movingPawn.name} {name}");
Debug.Log($"Resetting new PlayerPawn {PlayerPawns.Count} {name}");
}
}