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f8eed62a9f
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eecba2779b
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|
|
||||||
m_MinimumChartSize: 4
|
|
||||||
m_AutoUVMaxDistance: 0.5
|
|
||||||
m_AutoUVMaxAngle: 89
|
|
||||||
m_LightmapParameters: {fileID: 0}
|
|
||||||
m_SortingLayerID: 0
|
|
||||||
m_SortingLayer: 0
|
|
||||||
m_SortingOrder: 0
|
|
||||||
m_Sprite: {fileID: 21300000, guid: d20b33310cfd64c4f84b7443a0b6245b, type: 3}
|
|
||||||
m_Color: {r: 0.31361735, g: 0.5568628, b: 0, a: 1}
|
|
||||||
m_FlipX: 0
|
|
||||||
m_FlipY: 0
|
|
||||||
m_DrawMode: 0
|
|
||||||
m_Size: {x: 3.84, y: 3.84}
|
|
||||||
m_AdaptiveModeThreshold: 0.5
|
|
||||||
m_SpriteTileMode: 0
|
|
||||||
m_WasSpriteAssigned: 1
|
|
||||||
m_MaskInteraction: 0
|
|
||||||
m_SpriteSortPoint: 0
|
|
||||||
--- !u!1 &2015309188
|
--- !u!1 &2015309188
|
||||||
GameObject:
|
GameObject:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
|
|||||||
@ -1,7 +1,6 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using DG.Tweening;
|
|
||||||
using TMPro;
|
using TMPro;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
@ -77,12 +76,10 @@ 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 bool CanRollDiceAgain = false; // used for when you get a 6 or when you reach the finish point
|
||||||
private int diceSixRollCounter = 0;
|
|
||||||
|
|
||||||
public void Initialize()
|
public void Initialize()
|
||||||
{
|
{
|
||||||
InterfaceManager.Instance?.RegisterInterface<GameplayManager>(this);
|
InterfaceManager.Instance?.RegisterInterface<GameplayManager>(this);
|
||||||
DOTween.useSafeMode = false;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void InitializeData()
|
public void InitializeData()
|
||||||
@ -102,7 +99,6 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
{
|
{
|
||||||
// TODO :: 2P, 3P, 4P
|
// TODO :: 2P, 3P, 4P
|
||||||
allPlayerTypes = new List<PlayerType> { PlayerType.Player1, PlayerType.Player2, PlayerType.Player3, PlayerType.Player4 };
|
allPlayerTypes = new List<PlayerType> { PlayerType.Player1, PlayerType.Player2, PlayerType.Player3, PlayerType.Player4 };
|
||||||
// allPlayerTypes = new List<PlayerType> { PlayerType.Player1, PlayerType.Player3 };
|
|
||||||
|
|
||||||
playerBaseHandler.InitPlayerTypes(allPlayerTypes);
|
playerBaseHandler.InitPlayerTypes(allPlayerTypes);
|
||||||
InitCurrentGamePlayerInfo();
|
InitCurrentGamePlayerInfo();
|
||||||
@ -228,30 +224,22 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
if (botTypesInGame.Contains(currentPlayerTypeTurn)) return;
|
if (botTypesInGame.Contains(currentPlayerTypeTurn)) return;
|
||||||
|
|
||||||
OnDiceRolled(rolledVal);
|
OnDiceRolled(rolledVal);
|
||||||
OnNoMovesLeft();
|
CheckForPlayerSwitching();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Summary :: Function will be called and effective when a dice is rolled and no selection of pawns is made.
|
private void CheckForPlayerSwitching()
|
||||||
private void OnNoMovesLeft()
|
|
||||||
{
|
{
|
||||||
if (canSwitchPlayer && !CanRollDiceAgain)
|
if (canSwitchPlayer && !CanRollDiceAgain)
|
||||||
{
|
{
|
||||||
Debug.Log($"Switching player");
|
Debug.Log($"Switching player");
|
||||||
SwitchPlayer();
|
SwitchPlayer();
|
||||||
SetCanRollDiceForUser(true);
|
CanRollDice = true;
|
||||||
}
|
}
|
||||||
}
|
// else if (botTypesInGame.Contains(currentPlayerTypeTurn) && CanRollDiceAgain)
|
||||||
|
// {
|
||||||
private bool CheckForMaxDiceRollAttempt()
|
// Debug.Log($"Invoking RollDiceForBot");
|
||||||
{
|
// Invoke(nameof(RollDiceForBot), 1f);
|
||||||
if (diceSixRollCounter == 3)
|
// }
|
||||||
{
|
|
||||||
CanRollDiceAgain = false;
|
|
||||||
SwitchPlayer();
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
return false;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void RollDiceForBot()
|
private void RollDiceForBot()
|
||||||
@ -263,14 +251,14 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
|
|
||||||
SelectPawnFromBotBase();
|
SelectPawnFromBotBase();
|
||||||
|
|
||||||
OnNoMovesLeft();
|
CheckForPlayerSwitching();
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO :: Call right after the dice is rolled with the animation
|
// TODO :: Call right after the dice is rolled with the animation
|
||||||
// What happens when you get a 6
|
// What happens when you get a 6
|
||||||
private void SelectPawnFromBotBase()
|
private void SelectPawnFromBotBase()
|
||||||
{
|
{
|
||||||
if (canSwitchPlayer || availPlayers.Count() < 1 && !CanRollDiceAgain || !botTypesInGame.Contains(currentPlayerTypeTurn)) return; // Have a better check here
|
if (availPlayers.Count() < 1 && !CanRollDiceAgain || !botTypesInGame.Contains(currentPlayerTypeTurn)) return; // Have a better check here
|
||||||
|
|
||||||
Debug.Log($"CallTest: SelectPawnFromBotBase: {currentPlayerTypeTurn}");
|
Debug.Log($"CallTest: SelectPawnFromBotBase: {currentPlayerTypeTurn}");
|
||||||
var botPawnsDictForCurrentPlayer = botRuntimeMovementData[currentPlayerTypeTurn]; // set the data inside this dict
|
var botPawnsDictForCurrentPlayer = botRuntimeMovementData[currentPlayerTypeTurn]; // set the data inside this dict
|
||||||
@ -301,64 +289,50 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
}
|
}
|
||||||
|
|
||||||
// TODO :: Double check
|
// TODO :: Double check
|
||||||
foreach (var key in botPawnsDictForCurrentPlayer.Keys)
|
// foreach (var key in botPawnsDictForCurrentPlayer.Keys)
|
||||||
{
|
// botPawnsDictForCurrentPlayer[key] = BotMove.NoMoves;
|
||||||
Debug.Log($"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)
|
foreach (var playerPawn in availPlayers)
|
||||||
{
|
{
|
||||||
Debug.Log($"Iterating");
|
|
||||||
var possibleLandingIndex = playerPawn.CurrentTileIndex + diceRolledValue;
|
var possibleLandingIndex = playerPawn.CurrentTileIndex + diceRolledValue;
|
||||||
|
|
||||||
|
if (playerPawn.GetPlayerState() == PlayerState.HasFinished)
|
||||||
|
{
|
||||||
|
botPawnsDictForCurrentPlayer.Remove(playerPawn.PlayerId); // TODO :: Double check logic
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
int lastIndex = tilesManager.GetGeneralTilesLength() - 1;
|
int lastIndex = tilesManager.GetGeneralTilesLength() - 1;
|
||||||
int index = possibleLandingIndex > lastIndex ? possibleLandingIndex - lastIndex - 1 : possibleLandingIndex;
|
int index = possibleLandingIndex > lastIndex ? (possibleLandingIndex - lastIndex) - 1 : possibleLandingIndex;
|
||||||
Tile possibleTileData = tilesManager.RetrieveTileBasedOnIndex(index);
|
Tile possibleTileData = tilesManager.RetrieveTileBasedOnIndex(index);
|
||||||
|
|
||||||
Debug.Log($"AI playerPawn :: {playerPawn.name} :: state: {playerPawn.GetPlayerState()}, possibleLandingIndex: {possibleLandingIndex > playerGameDatasDict[currentPlayerTypeTurn].endIndex}");
|
Debug.Log($"AI playerPawn :: {playerPawn.name} :: state: {playerPawn.GetPlayerState()}, possibleLandingIndex: {possibleLandingIndex > playerGameDatasDict[currentPlayerTypeTurn].endIndex}");
|
||||||
Debug.Log($"AI playerPawn :: {playerPawn.name} :: possibleTileData.IsSafeZone: {possibleTileData.IsSafeZone}");
|
Debug.Log($"AI playerPawn :: {playerPawn.name} :: possibleTileData.IsSafeZone: {possibleTileData.IsSafeZone}");
|
||||||
Debug.Log($"AI playerPawn :: {playerPawn.name} :: possibleTileData.PlayerPawn: {possibleTileData.HasPawnsAvailable}");
|
Debug.Log($"AI playerPawn :: {playerPawn.name} :: possibleTileData.PlayerPawn: {possibleTileData.PlayerPawn}");
|
||||||
|
|
||||||
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath || possibleLandingIndex > playerGameDatasDict[currentPlayerTypeTurn].endIndex)
|
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath || possibleLandingIndex > playerGameDatasDict[currentPlayerTypeTurn].endIndex)
|
||||||
{
|
{
|
||||||
Debug.Log($"AI playerPawn :: {playerPawn.name} :: {playerPawn.PlayerId} :: inFinishingPath :: canSelectPlayer: {playerPawn.CanSelectPlayer}");
|
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.FinishingPathMove;
|
||||||
if (playerPawn.CanSelectPlayer)
|
savedPlayerId = playerPawn.PlayerId;
|
||||||
{
|
break;
|
||||||
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.FinishingPathMove;
|
|
||||||
savedPlayerId = playerPawn.PlayerId;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.NoMoves;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
else if (possibleTileData.IsSafeZone)
|
else if (possibleTileData.IsSafeZone || playerPawn.GetPlayerState() == PlayerState.InHome)
|
||||||
{
|
{
|
||||||
Debug.Log($"AI playerPawn :: {playerPawn.name} :: {playerPawn.PlayerId} :: safeMove");
|
|
||||||
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.SafeMove;
|
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.SafeMove;
|
||||||
}
|
}
|
||||||
else if (possibleTileData.HasPawnsAvailable)
|
else if (possibleTileData.PlayerPawn != null)
|
||||||
{
|
{
|
||||||
Debug.Log($"AI playerPawn :: {playerPawn.name} :: {playerPawn.PlayerId} :: attackMove");
|
|
||||||
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.AttackMove;
|
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.AttackMove;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
Debug.Log($"AI playerPawn :: {playerPawn.name} :: {playerPawn.PlayerId} :: normalMove");
|
Debug.Log($"AI playerPawn :: {playerPawn.name} :: normalMove");
|
||||||
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.NormalMove;
|
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.NormalMove;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
List<int> playerIds = new List<int>();
|
List<int> playerIds = new List<int>();
|
||||||
|
if (savedPlayerId != -1 && playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict[savedPlayerId].CanSelectPlayerFromHome)
|
||||||
if (savedPlayerId != -1)
|
|
||||||
Debug.Log($"SavedPlayerId: {savedPlayerId}, CanSelectPlayer: {playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict[savedPlayerId].CanSelectPlayer}");
|
|
||||||
if (savedPlayerId != -1 && playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict[savedPlayerId].CanSelectPlayer)
|
|
||||||
{
|
{
|
||||||
pawn = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict[savedPlayerId]; // chances are when one of the character reaches towards the finishing point
|
pawn = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict[savedPlayerId]; // chances are when one of the character reaches towards the finishing point
|
||||||
}
|
}
|
||||||
@ -425,7 +399,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
|
|
||||||
public void OnDiceRolled(int rolledVal)
|
public void OnDiceRolled(int rolledVal)
|
||||||
{
|
{
|
||||||
SetCanRollDiceForUser(false);
|
CanRollDice = false;
|
||||||
|
|
||||||
// add core dice logic here
|
// add core dice logic here
|
||||||
Debug.Log($"Tile Index :: LUDO :: rolledVal: {rolledVal} :: {currentPlayerTypeTurn}");
|
Debug.Log($"Tile Index :: LUDO :: rolledVal: {rolledVal} :: {currentPlayerTypeTurn}");
|
||||||
@ -438,26 +412,13 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
canSwitchPlayer = false;
|
canSwitchPlayer = false;
|
||||||
// provide option to select a pawn from the list
|
// provide option to select a pawn from the list
|
||||||
// also play a simple animation before selecting
|
// also play a simple animation before selecting
|
||||||
CanRollDiceAgain = true;
|
|
||||||
diceSixRollCounter++;
|
|
||||||
pointerMeshRend.material = selectMat;
|
|
||||||
|
|
||||||
foreach (var playerPawn in playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict)
|
|
||||||
if (playerPawn.Value.GetPlayerState() == PlayerState.InFinishingPath)
|
|
||||||
playerPawn.Value.SetPlayerSelectionState(false);
|
|
||||||
|
|
||||||
Debug.Log($"### AreAllPawnsInFinishingPath");
|
|
||||||
if (AreAllPawnsInFinishingPath())
|
|
||||||
{
|
|
||||||
SetCanRollDiceForUser(true);
|
|
||||||
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
Debug.Log($"### EnablePlayerSelectionStates");
|
|
||||||
|
|
||||||
EnablePlayerSelectionStates(true);
|
EnablePlayerSelectionStates(true);
|
||||||
|
CanRollDiceAgain = true;
|
||||||
|
|
||||||
|
if (AreAllPawnsInFinishingPath())
|
||||||
|
CanRollDice = true;
|
||||||
|
|
||||||
|
pointerMeshRend.material = selectMat;
|
||||||
// pointerMeshRend.materials[0] = selectMat;
|
// pointerMeshRend.materials[0] = selectMat;
|
||||||
}
|
}
|
||||||
else // if there are any other pawns that are in safe or moving state
|
else // if there are any other pawns that are in safe or moving state
|
||||||
@ -465,36 +426,31 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
// for player's logic
|
// for player's logic
|
||||||
InitActivePlayers();
|
InitActivePlayers();
|
||||||
|
|
||||||
|
Debug.Log($"availPlayers: {playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values.Select(pawn => pawn).Where(pawn => pawn.GetPlayerState() == PlayerState.InHome).ToList().Count}");
|
||||||
int customAvailPlayers = availPlayers.Count();
|
int customAvailPlayers = availPlayers.Count();
|
||||||
Debug.Log($"before CustomAvailablePlayers: {customAvailPlayers}");
|
Debug.Log($"before CustomAvailablePlayers: {customAvailPlayers}");
|
||||||
List<int> indexesToRemove = new List<int>();
|
|
||||||
|
|
||||||
for (int i = 0; i < availPlayers.Count; i++)
|
foreach (PlayerPawn playerPawn in availPlayers)
|
||||||
{
|
{
|
||||||
Debug.Log($"## playerPawn.GetPlayerState(): {availPlayers[i].GetPlayerState()}");
|
Debug.Log($"## playerPawn.GetPlayerState(): {playerPawn.GetPlayerState()}");
|
||||||
|
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath)
|
||||||
if (availPlayers[i].GetPlayerState() == PlayerState.InFinishingPath)
|
|
||||||
{
|
{
|
||||||
Debug.Log($"diceRolledValue: {diceRolledValue}, FinishingDataLen: {tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn)}, playerPawn.CurrentTileIndex: {availPlayers[i].CurrentTileIndex}");
|
Debug.Log($"diceRolledValue: {diceRolledValue}, FinishingDataLen: {tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn)}, playerPawn.CurrentTileIndex: {playerPawn.CurrentTileIndex}");
|
||||||
if (diceRolledValue <= tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - (availPlayers[i].CurrentTileIndex + 1))
|
if (diceRolledValue <= tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - (playerPawn.CurrentTileIndex + 1))
|
||||||
{
|
{
|
||||||
availPlayers[i].SetPlayerSelectionState(true);
|
playerPawn.SetPlayerSelectionState(true);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
indexesToRemove.Add(i);
|
|
||||||
availPlayers[i].SetPlayerSelectionState(false);
|
|
||||||
customAvailPlayers--;
|
customAvailPlayers--;
|
||||||
}
|
}
|
||||||
|
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
availPlayers[i].SetPlayerSelectionState(true);
|
playerPawn.SetPlayerSelectionState(true);
|
||||||
}
|
}
|
||||||
|
|
||||||
foreach (int i in indexesToRemove) availPlayers.RemoveAt(i);
|
|
||||||
|
|
||||||
// if (availPlayers.Count() < 1)
|
// if (availPlayers.Count() < 1)
|
||||||
Debug.Log($"CustomAvailablePlayers: {customAvailPlayers}");
|
Debug.Log($"CustomAvailablePlayers: {customAvailPlayers}");
|
||||||
canSwitchPlayer = customAvailPlayers < 1;
|
canSwitchPlayer = customAvailPlayers < 1;
|
||||||
@ -517,9 +473,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
bool areAllPawnsInFinishingPath = false;
|
bool areAllPawnsInFinishingPath = false;
|
||||||
foreach (var pawn in playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict)
|
foreach (var pawn in playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict)
|
||||||
{
|
{
|
||||||
if (pawn.Value.GetPlayerState() == PlayerState.HasFinished) continue;
|
if (pawn.Value.GetPlayerState() == PlayerState.InFinishingPath && pawn.Value.GetPlayerState() != PlayerState.HasFinished)
|
||||||
|
|
||||||
if (pawn.Value.GetPlayerState() == PlayerState.InFinishingPath)
|
|
||||||
{
|
{
|
||||||
areAllPawnsInFinishingPath = true;
|
areAllPawnsInFinishingPath = true;
|
||||||
continue;
|
continue;
|
||||||
@ -561,29 +515,25 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
onComplete: () =>
|
onComplete: () =>
|
||||||
{
|
{
|
||||||
playerGameDatasDict[playerGameData.playerType].totalPawnsInHome--;
|
playerGameDatasDict[playerGameData.playerType].totalPawnsInHome--;
|
||||||
UpdatePlayerState(playerPawn, PlayerState.InSafeZone);
|
|
||||||
if (CheckForMaxDiceRollAttempt())
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
CanRollDice = true;
|
||||||
|
UpdatePlayerState(playerPawn, PlayerState.InSafeZone);
|
||||||
if (playerPawn.IsBotPlayer)
|
if (playerPawn.IsBotPlayer)
|
||||||
CheckDiceRollForBot(playerPawn);
|
CheckDiceRollForBot(playerPawn);
|
||||||
else
|
|
||||||
SetCanRollDiceForUser(true);
|
|
||||||
|
|
||||||
}, playerGameData.startIndex);
|
}, playerGameData.startIndex);
|
||||||
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
else if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath)
|
else if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath
|
||||||
|
|| playerPawn.CurrentTileIndex == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
|
||||||
{
|
{
|
||||||
ApplyFinishingPathLogic(playerPawn);
|
int finishingPathIndex = GetNextFinishingTileIndex(playerPawn);
|
||||||
}
|
int targetIdx = finishingPathIndex + diceRolledValue > tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1 ?
|
||||||
else if (playerPawn.CurrentTileIndex == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
|
tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1 : finishingPathIndex + diceRolledValue;
|
||||||
{
|
|
||||||
tilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex).ResetPlayerPawn(playerPawn);
|
Debug.Log($"TargetIdx: {targetIdx}, finishingPathIndex: {finishingPathIndex}");
|
||||||
ApplyFinishingPathLogic(playerPawn);
|
MoveThroughFinishingPath(playerPawn, finishingPathIndex, targetIdx);
|
||||||
}
|
}
|
||||||
else if (playerPawn.GetPlayerState() == PlayerState.InSafeZone || playerPawn.GetPlayerState() == PlayerState.Moving)
|
else if (playerPawn.GetPlayerState() == PlayerState.InSafeZone || playerPawn.GetPlayerState() == PlayerState.Moving)
|
||||||
{
|
{
|
||||||
@ -612,24 +562,13 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
currentSittingTile.ResetPlayerPawn(playerPawn);
|
currentSittingTile.ResetPlayerPawn();
|
||||||
}
|
}
|
||||||
|
|
||||||
MoveThroughTiles(playerPawn, nextTileIdx, targetIndex: targetIdx);
|
MoveThroughTiles(playerPawn, nextTileIdx, targetIndex: targetIdx);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void ApplyFinishingPathLogic(PlayerPawn playerPawn)
|
|
||||||
{
|
|
||||||
int finishingPathIndex = GetNextFinishingTileIndex(playerPawn);
|
|
||||||
int targetIdx = finishingPathIndex + diceRolledValue > tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1 ?
|
|
||||||
tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1 : finishingPathIndex + diceRolledValue;
|
|
||||||
|
|
||||||
Debug.Log($"TargetIdx: {targetIdx}, finishingPathIndex: {finishingPathIndex}");
|
|
||||||
MoveThroughFinishingPath(playerPawn, finishingPathIndex, targetIdx);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
public int GetNextGeneralTileIndex(PlayerPawn playerPawn)
|
public int GetNextGeneralTileIndex(PlayerPawn playerPawn)
|
||||||
{
|
{
|
||||||
return playerPawn.CurrentTileIndex == tilesManager.GetGeneralTilesLength() - 1 ? 0 : playerPawn.CurrentTileIndex + 1;
|
return playerPawn.CurrentTileIndex == tilesManager.GetGeneralTilesLength() - 1 ? 0 : playerPawn.CurrentTileIndex + 1;
|
||||||
@ -666,11 +605,9 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
currentPlayerTypeTurn = allPlayerTypes[currentPlayerTurnIndex];
|
currentPlayerTypeTurn = allPlayerTypes[currentPlayerTurnIndex];
|
||||||
}
|
}
|
||||||
|
|
||||||
diceSixRollCounter = 0;
|
|
||||||
diceText.text = $"{0}";
|
diceText.text = $"{0}";
|
||||||
}
|
}
|
||||||
|
|
||||||
SetCanRollDiceForUser(!botTypesInGame.Contains(currentPlayerTypeTurn));
|
|
||||||
Debug.Log($"CurrentPlayerTurn: {currentPlayerTypeTurn}");
|
Debug.Log($"CurrentPlayerTurn: {currentPlayerTypeTurn}");
|
||||||
var tempPos = playerBaseHandler.GetPlayerBase(currentPlayerTypeTurn).transform.position;
|
var tempPos = playerBaseHandler.GetPlayerBase(currentPlayerTypeTurn).transform.position;
|
||||||
pointerDebug.position = new Vector3(tempPos.x, 3f, tempPos.z);
|
pointerDebug.position = new Vector3(tempPos.x, 3f, tempPos.z);
|
||||||
@ -739,61 +676,25 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
Debug.Log($"nextTile.IsSafeZone: {nextTile.IsSafeZone}");
|
Debug.Log($"nextTile.IsSafeZone: {nextTile.IsSafeZone}");
|
||||||
if (!nextTile.IsSafeZone)
|
if (!nextTile.IsSafeZone)
|
||||||
{
|
{
|
||||||
Debug.Log($"nextTile.HasPawnsAvailable: {nextTile.HasPawnsAvailable}");
|
Debug.Log($"nextTile.PlayerPawn: {nextTile.PlayerPawn}, {nextTile.transform.name}");
|
||||||
if (nextTile.HasPawnsAvailable && playerPawn.PlayerType != nextTile.CurrentHoldingPlayerType)
|
if (nextTile.PlayerPawn != null && playerPawn.PlayerType != nextTile.PlayerPawn.PlayerType)
|
||||||
{
|
{
|
||||||
Debug.Log($"nextTile.PlayerPawn: {nextTile.CurrentHoldingPlayerType}, {nextTile.transform.name}");
|
|
||||||
Debug.Log($"nextTile.TotalPawnsInTile: {nextTile.TotalPawnsInTile}");
|
|
||||||
// play animation for moving back to base.
|
// play animation for moving back to base.
|
||||||
// TODO :: Send existing pawn back to base.
|
// TODO :: Send existing pawn back to base.
|
||||||
// means there's already a pawn there, move him back to the base.
|
// means there's already a pawn there, move him back to the base.
|
||||||
int counter = nextTile.TotalPawnsInTile;
|
var playerBasePos = playerBaseHandler.GetPlayerBase(nextTile.PlayerPawn.PlayerType)
|
||||||
for (int i = counter; i > 0; i--)
|
.GetBasePlacementDataPosition(nextTile.PlayerPawn.PlayerId - 1);
|
||||||
{
|
Debug.Log($"playerBasePos: {playerBasePos}");
|
||||||
var pawn = nextTile.GetPlayerPawn();
|
|
||||||
Debug.Log($"pawn: {pawn}");
|
|
||||||
Debug.Log($"playerBase: {playerBaseHandler}");
|
|
||||||
|
|
||||||
var playerBasePos = playerBaseHandler.GetPlayerBase(pawn.PlayerType)
|
playerGameDatasDict[nextTile.PlayerPawn.PlayerType].totalPawnsInHome++;
|
||||||
.GetBasePlacementDataPosition(pawn.PlayerId - 1);
|
nextTile.PlayerPawn.MoveBackToHome(playerBasePos);
|
||||||
Debug.Log($"playerBasePos: {playerBasePos}");
|
|
||||||
|
|
||||||
playerGameDatasDict[pawn.PlayerType].totalPawnsInHome++;
|
|
||||||
pawn.MoveBackToHome(playerBasePos);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (CheckForMaxDiceRollAttempt())
|
|
||||||
{
|
|
||||||
nextTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
CanRollDiceAgain = true;
|
|
||||||
if (playerPawn.IsBotPlayer)
|
|
||||||
CheckDiceRollForBot(playerPawn);
|
|
||||||
else
|
|
||||||
SetCanRollDiceForUser(true);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
nextTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
|
nextTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
|
||||||
if (CheckForMaxDiceRollAttempt())
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if (CheckForMaxDiceRollAttempt())
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
SwitchPlayer(playerPawn);
|
SwitchPlayer(playerPawn);
|
||||||
if (!CanRollDiceAgain)
|
CanRollDice = true;
|
||||||
{
|
|
||||||
SetCanRollDiceForUser(true);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
index);
|
index);
|
||||||
@ -884,16 +785,14 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
UpdatePlayerState(playerPawn, PlayerState.HasFinished);
|
UpdatePlayerState(playerPawn, PlayerState.HasFinished);
|
||||||
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished++;
|
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished++;
|
||||||
|
|
||||||
Debug.Log($"totalPawnsFinished: {playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished}, playerPawnsDict.Count: {playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count}");
|
|
||||||
if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished == playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count)
|
if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished == playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count)
|
||||||
{
|
{
|
||||||
CanRollDiceAgain = false;
|
CanRollDiceAgain = false;
|
||||||
|
|
||||||
|
SwitchPlayer();
|
||||||
if (allPlayerTypes.Contains(currentPlayerTypeTurn))
|
if (allPlayerTypes.Contains(currentPlayerTypeTurn))
|
||||||
allPlayerTypes.Remove(currentPlayerTypeTurn);
|
allPlayerTypes.Remove(currentPlayerTypeTurn);
|
||||||
|
|
||||||
SwitchPlayer();
|
|
||||||
|
|
||||||
Debug.Log($"PlayerTypes: {allPlayerTypes.Count}");
|
Debug.Log($"PlayerTypes: {allPlayerTypes.Count}");
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
@ -905,25 +804,12 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
if (CheckForMaxDiceRollAttempt())
|
|
||||||
{
|
|
||||||
SetCanRollDiceForUser(true);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
SwitchPlayer();
|
SwitchPlayer();
|
||||||
}
|
}
|
||||||
|
|
||||||
SetCanRollDiceForUser(true);
|
CanRollDice = true;
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
index);
|
index);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void SetCanRollDiceForUser(bool state)
|
|
||||||
{
|
|
||||||
// if (botTypesInGame.Contains(playerType)) return;
|
|
||||||
|
|
||||||
CanRollDice = state;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|||||||
@ -39,7 +39,6 @@ public class PlayerBase : MonoBehaviour
|
|||||||
|
|
||||||
public Transform GetBasePlacementDataPosition(int idx)
|
public Transform GetBasePlacementDataPosition(int idx)
|
||||||
{
|
{
|
||||||
Debug.Log($"Index: {idx}, basePlacementDatas[idx]: {basePlacementDatas[idx]}");
|
|
||||||
return basePlacementDatas[idx].placementTransform;
|
return basePlacementDatas[idx].placementTransform;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -22,11 +22,10 @@ public class PlayerPawn : MonoBehaviour
|
|||||||
[SerializeField] private PlayerState playerState;
|
[SerializeField] private PlayerState playerState;
|
||||||
[SerializeField] private Animator animator;
|
[SerializeField] private Animator animator;
|
||||||
|
|
||||||
public bool CanSelectPlayer
|
public bool CanSelectPlayerFromHome
|
||||||
{
|
{
|
||||||
get; private set;
|
get; private set;
|
||||||
}
|
}
|
||||||
|
|
||||||
private GameplayManager gameplayManager;
|
private GameplayManager gameplayManager;
|
||||||
|
|
||||||
public int CurrentTileIndex
|
public int CurrentTileIndex
|
||||||
@ -61,8 +60,8 @@ public class PlayerPawn : MonoBehaviour
|
|||||||
|
|
||||||
public void SetPlayerSelectionState(bool state)
|
public void SetPlayerSelectionState(bool state)
|
||||||
{
|
{
|
||||||
CanSelectPlayer = state;
|
CanSelectPlayerFromHome = state;
|
||||||
if (CanSelectPlayer)
|
if (CanSelectPlayerFromHome)
|
||||||
{
|
{
|
||||||
// TODO :: Play animation for selecting any of the players
|
// TODO :: Play animation for selecting any of the players
|
||||||
}
|
}
|
||||||
@ -73,16 +72,10 @@ public class PlayerPawn : MonoBehaviour
|
|||||||
StepsTaken++;
|
StepsTaken++;
|
||||||
CurrentTileIndex = tileIndex;
|
CurrentTileIndex = tileIndex;
|
||||||
animator?.SetTrigger("Jump");
|
animator?.SetTrigger("Jump");
|
||||||
|
|
||||||
// SFX
|
|
||||||
SoundManager soundManager = InterfaceManager.Instance?.GetInterfaceInstance<SoundManager>();
|
|
||||||
soundManager?.PlayGameSoundClip(SoundType.Jump);
|
|
||||||
|
|
||||||
transform.DOMove(startingPoint, 0.6f).onComplete = () =>
|
transform.DOMove(startingPoint, 0.6f).onComplete = () =>
|
||||||
{
|
{
|
||||||
animator?.ResetTrigger("Jump");
|
animator?.ResetTrigger("Jump");
|
||||||
|
|
||||||
// Rotate Player
|
|
||||||
TilesManager tilesManager = InterfaceManager.Instance.GetInterfaceInstance<TilesManager>();
|
TilesManager tilesManager = InterfaceManager.Instance.GetInterfaceInstance<TilesManager>();
|
||||||
gameplayManager = gameplayManager ?? InterfaceManager.Instance.GetInterfaceInstance<GameplayManager>();
|
gameplayManager = gameplayManager ?? InterfaceManager.Instance.GetInterfaceInstance<GameplayManager>();
|
||||||
|
|
||||||
@ -119,7 +112,7 @@ public class PlayerPawn : MonoBehaviour
|
|||||||
|
|
||||||
private void OnMouseDown()
|
private void OnMouseDown()
|
||||||
{
|
{
|
||||||
if (IsBotPlayer || !CanSelectPlayer) return;
|
if (IsBotPlayer || !CanSelectPlayerFromHome) return;
|
||||||
|
|
||||||
SetGameplayManager();
|
SetGameplayManager();
|
||||||
gameplayManager.OnPawnSelected(this);
|
gameplayManager.OnPawnSelected(this);
|
||||||
|
|||||||
@ -27,9 +27,6 @@ public class DiceRoller : MonoBehaviour
|
|||||||
|
|
||||||
private void OnDiceRolled()
|
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);
|
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);
|
diceTestValue != 0 ? diceTestValue : Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1);
|
||||||
inputManager.SetDiceRollValue(currentRolledVal);
|
inputManager.SetDiceRollValue(currentRolledVal);
|
||||||
|
|||||||
@ -27,30 +27,18 @@ public class Tile : MonoBehaviour
|
|||||||
|
|
||||||
protected int lastOccupiedIndex = 0;
|
protected int lastOccupiedIndex = 0;
|
||||||
|
|
||||||
private List<PlayerPawn> PlayerPawns = new List<PlayerPawn>(); // Change implementation
|
public PlayerPawn PlayerPawn // Change implementation
|
||||||
|
|
||||||
public bool HasPawnsAvailable => PlayerPawns.Count > 0;
|
|
||||||
public PlayerType CurrentHoldingPlayerType => PlayerPawns[0].PlayerType;
|
|
||||||
public int TotalPawnsInTile => PlayerPawns.Count;
|
|
||||||
|
|
||||||
public PlayerPawn GetPlayerPawn()
|
|
||||||
{
|
{
|
||||||
var pawn = PlayerPawns[0];
|
get; private set;
|
||||||
PlayerPawns.RemoveAt(0);
|
|
||||||
return pawn;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public virtual void InitPlayerPawn(PlayerPawn playerPawn, PlayerType playerType)
|
public virtual void InitPlayerPawn(PlayerPawn playerPawn, PlayerType playerType)
|
||||||
{
|
{
|
||||||
PlayerPawns.Add(playerPawn);
|
PlayerPawn = playerPawn;
|
||||||
Debug.Log($"Adding new PlayerPawn {playerPawn.name}, playerType: {playerType} to {name}");
|
|
||||||
Debug.Log($"Adding new PlayerPawn {PlayerPawns.Count} {name}");
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ResetPlayerPawn(PlayerPawn movingPawn)
|
public void ResetPlayerPawn()
|
||||||
{
|
{
|
||||||
PlayerPawns.Remove(movingPawn);
|
PlayerPawn = null;
|
||||||
Debug.Log($"Resetting new PlayerPawn {movingPawn.name} {name}");
|
|
||||||
Debug.Log($"Resetting new PlayerPawn {PlayerPawns.Count} {name}");
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user