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4 changed files with 92 additions and 76 deletions

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@ -8464,6 +8464,7 @@ MonoBehaviour:
diceRollHandler: {fileID: 1013177415}
diceValue: 6
maxDiceSixRollCounter: 2
totalStepsForCharacter: 57
diceText: {fileID: 953941044}
pointerDebug: {fileID: 102349503}
pointerMeshRend: {fileID: 102349501}

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@ -1,9 +1,9 @@
using TMPro;
using System;
using System.Collections.Generic;
using System.Linq;
using DG.Tweening;
using TMPro;
using UnityEngine;
using System.Collections.Generic;
public enum BotMove
{
@ -208,7 +208,6 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
}
}
// TODO :: Call based on 2P/3P/4P
public void InitCurrentGamePlayerInfo()
{
currentPlayerTypeTurn = allPlayerTypes[currentPlayerTurnIndex];
@ -309,12 +308,6 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
Debug.Log($"CallTest: SelectPawnFromBotBase: {currentPlayerTypeTurn}");
var botPawnsDictForCurrentPlayer = botRuntimeMovementData[currentPlayerTypeTurn]; // set the data inside this dict
// check the data from the playerGameDataDict
// change playerPawnsDict to list
// only select the pawns that are active
// if no pawns have left the home select the first pawn inside the base should be selected
int savedPlayerId = -1;
PlayerPawn pawn = null;
@ -322,7 +315,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInHome == 0)
{
InitActivePlayers();
UpdateActivePlayersAndSetDisplay();
}
if (availPlayers.Count() < 1 && CanRollDiceAgain) // got a 6 roll value
@ -525,7 +518,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
else // if there are any other pawns that are in safe or moving state
{
// for player's logic
InitActivePlayers();
UpdateActivePlayersAndSetDisplay();
int customAvailPlayers = availPlayers.Count();
Debug.Log($"before CustomAvailablePlayers: {customAvailPlayers}");
@ -567,17 +560,14 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
Debug.Log($"CanRollDiceAgain: {CanRollDiceAgain}, canSwitchPlayer: {canSwitchPlayer}");
}
private void InitActivePlayers()
private void UpdateActivePlayersAndSetDisplay()
{
availPlayers = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values.Select(pawn => pawn)
.Where(pawn => pawn.GetPlayerState() == PlayerState.InSafeZone ||
pawn.GetPlayerState() == PlayerState.Moving ||
pawn.GetPlayerState() == PlayerState.InFinishingPath).ToList();
foreach (var player in availPlayers) // TODO :: Move from here
{
DisplayPlayerCountOnTile(player, true);
}
SetDisplayCountForAllAvailPlayers(true);
}
private bool AreAllPawnsInFinishingPath()
@ -624,32 +614,32 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
diceRollHandler.HandleDiceViewForBot((rollVal) => RollDiceForBot(rollVal));
}
public void OnPawnSelected(PlayerPawn playerPawn)
public void OnPawnSelected(PlayerPawn selectedPawn)
{
EnablePlayerSelectionStates(false);
PlayerGameData playerGameData = playerGameDatasDict[currentPlayerTypeTurn];
Debug.Log($"playerPawn.GetPlayerState(): {playerPawn.GetPlayerState()}");
Debug.Log($"playerPawn.GetPlayerState(): {selectedPawn.GetPlayerState()}");
if (playerPawn.GetPlayerState() == PlayerState.InHome)
if (selectedPawn.GetPlayerState() == PlayerState.InHome)
{
Tile targetTile = tilesManager.RetrieveTileBasedOnIndex(playerGameData.startIndex);
DisplayPlayerCountOnTile(playerPawn, false);
playerPawn.MoveToTile(
GetAndInitPositionInsideSafeZone(playerPawn, targetTile),
selectedPawn.ShowPlayerCountCanvas(false);
selectedPawn.MoveToTile(
GetAndInitPositionInsideSafeZone(selectedPawn, targetTile),
onComplete: () =>
{
playerGameDatasDict[playerGameData.playerType].totalPawnsInHome--;
UpdatePlayerState(playerPawn, PlayerState.InSafeZone);
DisplayPlayerCountOnTile(playerPawn, true);
UpdatePlayerState(selectedPawn, PlayerState.InSafeZone);
ShowUpdatedPlayerCountOnTile(selectedPawn);
if (CheckForMaxDiceRollAttempt())
{
return;
}
if (playerPawn.IsBotPlayer)
if (selectedPawn.IsBotPlayer)
CheckDiceRollForBot();
else
SetCanRollDiceForUser(true);
@ -658,53 +648,71 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
return;
}
else if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath)
else if (selectedPawn.GetPlayerState() == PlayerState.InFinishingPath)
{
ApplyFinishingPathLogic(playerPawn);
Tile currentSittingTile = tilesManager.RetrieveFinishingTileBasedOnIndex(selectedPawn.PlayerType, selectedPawn.CurrentTileIndex);
currentSittingTile.ResetPlayerPawn(selectedPawn);
if (currentSittingTile.HasPawnsAvailable)
{
var playerPawns = currentSittingTile.GetPlayerPawns();
foreach (var pawn in playerPawns)
ShowUpdatedPlayerCountOnTile(pawn);
}
ApplyFinishingPathLogic(selectedPawn);
}
else if (playerPawn.CurrentTileIndex == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
else if (selectedPawn.CurrentTileIndex == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
{
tilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex).ResetPlayerPawn(playerPawn);
ApplyFinishingPathLogic(playerPawn);
tilesManager.RetrieveTileBasedOnIndex(selectedPawn.CurrentTileIndex).ResetPlayerPawn(selectedPawn);
ApplyFinishingPathLogic(selectedPawn);
}
else if (playerPawn.GetPlayerState() == PlayerState.InSafeZone || playerPawn.GetPlayerState() == PlayerState.Moving)
else if (selectedPawn.GetPlayerState() == PlayerState.InSafeZone || selectedPawn.GetPlayerState() == PlayerState.Moving)
{
// move based on the dice value
Debug.Log($"Tile Index :: currentTileIndex: {playerPawn.CurrentTileIndex}");
int nextTileIdx = GetNextGeneralTileIndex(playerPawn);
int targetIdx = playerPawn.CurrentTileIndex + diceRolledValue;
Debug.Log($"Tile Index :: currentTileIndex: {selectedPawn.CurrentTileIndex}");
int nextTileIdx = GetNextGeneralTileIndex(selectedPawn);
int targetIdx = selectedPawn.CurrentTileIndex + diceRolledValue;
if (nextTileIdx == 0)
targetIdx = (targetIdx - playerPawn.CurrentTileIndex) - 1;
targetIdx = (targetIdx - selectedPawn.CurrentTileIndex) - 1;
Tile currentSittingTile = tilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex);
Tile currentSittingTile = tilesManager.RetrieveTileBasedOnIndex(selectedPawn.CurrentTileIndex);
if (currentSittingTile.IsSafeZone)
{
SafeTile safeTile = (SafeTile)currentSittingTile;
safeTile.UpdateSafeZonePlayerData(currentPlayerTypeTurn, playerPawn);
// DisplayPlayerCountOnTile(playerPawn, false);
// if (safeTile.PlayerTypesCount > 0)
// {
// var pawns = safeTile.GetPlayerPawns(playerPawn.PlayerType);
// foreach (var pawn in pawns)
// DisplayPlayerCountOnTile(pawn, true);
// }
if (safeTile.PlayerTypesCount == 1)
safeTile.UpdateSafeZonePlayerData(currentPlayerTypeTurn, selectedPawn);
if (safeTile.ContainsPlayerType(selectedPawn.PlayerType))
{
PlayerType playerType = safeTile.GetFirstPlayerType();
var playerPawns = safeTile.GetPlayerPawns(selectedPawn.PlayerType);
var playerPawns = safeTile.GetPlayerPawns(playerType);
foreach (var pawn in playerPawns)
pawn.MoveToCustomTilePosition(safeTile.CenterPlacementPosition);
if (safeTile.PlayerTypesCount == 1)
{
PlayerType playerType = safeTile.GetFirstPlayerType();
foreach (var pawn in playerPawns)
pawn.MoveToCustomTilePosition(safeTile.CenterPlacementPosition);
}
if (safeTile.ContainsPlayerType(selectedPawn.PlayerType))
{
foreach (var pawn in playerPawns)
ShowUpdatedPlayerCountOnTile(pawn);
}
}
}
else
{
currentSittingTile.ResetPlayerPawn(playerPawn);
currentSittingTile.ResetPlayerPawn(selectedPawn);
if (currentSittingTile.HasPawnsAvailable)
{
var playerPawns = currentSittingTile.GetPlayerPawns();
foreach (var pawn in playerPawns)
ShowUpdatedPlayerCountOnTile(pawn);
}
}
MoveThroughTiles(playerPawn, nextTileIdx, targetIndex: targetIdx);
MoveThroughTiles(selectedPawn, nextTileIdx, targetIndex: targetIdx);
}
}
@ -715,7 +723,8 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1 : finishingPathIndex + diceRolledValue;
Debug.Log($"TargetIdx: {targetIdx}, finishingPathIndex: {finishingPathIndex}");
DisplayPlayerCountOnTile(playerPawn, false);
playerPawn.ShowPlayerCountCanvas(false);
MoveThroughFinishingPath(playerPawn, finishingPathIndex, targetIdx);
}
@ -742,9 +751,8 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
Debug.Log($"currentPlayerTurnIndex: {currentPlayerTurnIndex}");
Debug.Log($"before SwitchPlayer availPlayers: {availPlayers.Count}, playerPawn: {playerPawn}");
if (availPlayers.Count < 1)
InitActivePlayers();
UpdateActivePlayersAndSetDisplay();
Debug.Log($"after SwitchPlayer availPlayers: {availPlayers.Count}, playerPawn: {playerPawn}");
SetDisplayCountForAllAvailPlayers(false);
@ -772,8 +780,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
diceSixRollCounter = 0;
diceText.text = $"{0}";
InitActivePlayers();
SetDisplayCountForAllAvailPlayers(true);
UpdateActivePlayersAndSetDisplay();
}
SetCanRollDiceForUser(!botTypesInGame.Contains(currentPlayerTypeTurn));
@ -800,10 +807,14 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
public void SetDisplayCountForAllAvailPlayers(bool state)
{
foreach (var pawn in availPlayers)
{
DisplayPlayerCountOnTile(pawn, state);
}
if (state)
{
availPlayers.ForEach(pawn => ShowUpdatedPlayerCountOnTile(pawn));
}
else
{
availPlayers.ForEach(pawn => pawn.ShowPlayerCountCanvas(false));
}
}
private void MoveThroughTiles(PlayerPawn playerPawn, int index, int targetIndex)
@ -823,7 +834,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
}
Debug.Log($"tile targetPosition: {targetPosition}");
DisplayPlayerCountOnTile(playerPawn, false);
playerPawn.ShowPlayerCountCanvas(false);
playerPawn.MoveToTile(
targetPosition,
@ -856,7 +867,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
Debug.Log($"nextTile.IsSafeZone: {nextTile.IsSafeZone}");
if (CanRollDiceAgain)
DisplayPlayerCountOnTile(playerPawn, true);
ShowUpdatedPlayerCountOnTile(playerPawn);
if (!nextTile.IsSafeZone)
{
@ -875,8 +886,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
Debug.Log($"pawn: {pawn}");
Debug.Log($"playerBase: {playerBaseHandler}");
var playerBasePos = playerBaseHandler.GetPlayerBase(pawn.PlayerType)
.GetBasePlacementDataPosition(pawn.PlayerId - 1);
var playerBasePos = playerBaseHandler.GetPlayerBase(pawn.PlayerType).GetBasePlacementDataPosition(pawn.PlayerId - 1);
Debug.Log($"playerBasePos: {playerBasePos}");
playerGameDatasDict[pawn.PlayerType].totalPawnsInHome++;
@ -886,7 +896,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
if (CheckForMaxDiceRollAttempt())
{
nextTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
DisplayPlayerCountOnTile(playerPawn, true);
// UpdatePlayerCountOnTile(playerPawn, true);
return;
}
@ -897,7 +907,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
}
nextTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
DisplayPlayerCountOnTile(playerPawn, true);
ShowUpdatedPlayerCountOnTile(playerPawn);
if (CheckForMaxDiceRollAttempt())
{
@ -998,9 +1008,9 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
}
else
{
DisplayPlayerCountOnTile(playerPawn, true);
if (playerPawn.CurrentTileIndex == tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1)
{
playerPawn.ShowPlayerCountCanvas(false);
UpdatePlayerState(playerPawn, PlayerState.HasFinished);
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished++;
@ -1042,11 +1052,16 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
else
{
// activate here
tilesManager.RetrieveFinishingTileBasedOnIndex(currentPlayerTypeTurn, playerPawn.CurrentTileIndex).InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
if (CheckForMaxDiceRollAttempt())
{
return;
}
if (CanRollDiceAgain)
ShowUpdatedPlayerCountOnTile(playerPawn);
SwitchPlayer();
}
}
@ -1060,14 +1075,13 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
Debug.Log($"CAnRollDiceForUser: {CanRollDiceForUser}");
}
private void DisplayPlayerCountOnTile(PlayerPawn playerPawn, bool show)
private void ShowUpdatedPlayerCountOnTile(PlayerPawn playerPawn)
{
Tile tile = playerPawn.GetPlayerState() == PlayerState.InFinishingPath ?
tilesManager.RetrieveFinishingTileBasedOnIndex(playerPawn.PlayerType, playerPawn.CurrentTileIndex)
: tilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex);
playerPawn.ShowPlayerCountCanvas(show);
if (!show) return;
playerPawn.ShowPlayerCountCanvas(true);
int count = 0;
if (tile.IsSafeZone)
@ -1079,6 +1093,8 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
count = tile.TotalPawnsInTile;
}
Debug.Log($"ShowUpdatedPlayerCountOnTile: {count}");
playerPawn.PlayerCountCanvas.SetPlayerCount(count);
}

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@ -21,7 +21,6 @@ public class PlayerPawn : MonoBehaviour
{
[SerializeField] private PlayerState playerState;
[SerializeField] private Animator animator;
[SerializeField] private GameObject playerCountCanvasPrefab;
[SerializeField] private PlayerCountCanvas playerCountCanvas;
public PlayerCountCanvas PlayerCountCanvas => playerCountCanvas;
@ -170,8 +169,6 @@ public class PlayerPawn : MonoBehaviour
public void ShowPlayerCountCanvas(bool show)
{
if (playerCountCanvasPrefab == null) return;
playerCountCanvasPrefab.SetActive(show);
playerCountCanvas.gameObject.SetActive(show);
}
}

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@ -27,6 +27,8 @@ public class Tile : MonoBehaviour
private List<PlayerPawn> PlayerPawns = new List<PlayerPawn>(); // Change implementation
public List<PlayerPawn> GetPlayerPawns() => PlayerPawns;
public bool HasPawnsAvailable => PlayerPawns.Count > 0;
public PlayerType CurrentHoldingPlayerType => PlayerPawns[0].PlayerType;
public int TotalPawnsInTile => PlayerPawns.Count;