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UI/siva-ui
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@ -1,50 +1,30 @@
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using System;
|
||||
using System.Collections;
|
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using System.Collections.Generic;
|
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using UnityEngine;
|
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using UnityEngine.Serialization;
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using UnityEngine.UI;
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using Random = UnityEngine.Random;
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public enum DiceSideVal
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{
|
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One = 0,
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Two = 1,
|
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Three = 2,
|
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Four = 3,
|
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Five = 4,
|
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Six = 5,
|
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}
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[Serializable]
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public class DiceSideData
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{
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public DiceSideVal sideVal;
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public Sprite sprite;
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}
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public class DiceView : MonoBehaviour, IBase
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{
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[SerializeField] private DiceSideData[] diceSideDatas;
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[SerializeField] private Image diceImage;
|
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[SerializeField] private Sprite defaultSprite;
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[SerializeField] private Button diceButton;
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[SerializeField] private RectTransform diceRectTransform;
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[SerializeField] private int diceVal;
|
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private Rigidbody rb;
|
||||
private bool rolling;
|
||||
|
||||
private Animator animator;
|
||||
private List<int> probabilityValues = new List<int>() { 2, 3, 4 };
|
||||
[SerializeField] private DiceSide[] diceSides;
|
||||
[SerializeField] private float sideValueTime = 1.2f;
|
||||
[SerializeField] private Vector3 startPos = new Vector3(0, 20, 0);
|
||||
|
||||
[Header("Physics Randomness")]
|
||||
[SerializeField] private float baseSpinForce = 900f;
|
||||
[SerializeField] private float sideForce = 0.18f;
|
||||
[SerializeField] private float liftForce = 0.1f;
|
||||
|
||||
private Quaternion startRotation;
|
||||
private Action<int> onRollingComplete = null;
|
||||
|
||||
private IRollBase rollBase = null;
|
||||
|
||||
private bool rolling;
|
||||
private bool hasNoActionOnRoll = false;
|
||||
private int rolledVal = 0;
|
||||
|
||||
private void Awake()
|
||||
void Awake()
|
||||
{
|
||||
animator = GetComponent<Animator>();
|
||||
rb = GetComponent<Rigidbody>();
|
||||
rb.useGravity = false;
|
||||
transform.localPosition = startPos;
|
||||
startRotation = transform.localRotation;
|
||||
}
|
||||
|
||||
public void Roll(Action<int> onComplete, bool isBot)
|
||||
@ -54,112 +34,78 @@ public class DiceView : MonoBehaviour, IBase
|
||||
if (!rolling)
|
||||
{
|
||||
Debug.Log($"isBot: {isBot}");
|
||||
animator.enabled = true;
|
||||
onRollingComplete = onComplete;
|
||||
StartRollingAction();
|
||||
StartCoroutine(RollRoutine());
|
||||
}
|
||||
}
|
||||
|
||||
private void StartRollingAction()
|
||||
IEnumerator RollRoutine()
|
||||
{
|
||||
rolling = true;
|
||||
rolledVal = 0;
|
||||
// start animation
|
||||
animator.SetTrigger(Ludo_3D_Constants.RollDiceTriggerString);
|
||||
|
||||
if (hasNoActionOnRoll)
|
||||
{
|
||||
if (rollBase.SixRollCount == 0)
|
||||
{
|
||||
rollBase.UpdateMaxRollCount(probabilityValues[Random.Range(0, probabilityValues.Count)]);
|
||||
// MICRO DELAY → breaks physics sync between dice
|
||||
yield return new WaitForSeconds(UnityEngine.Random.Range(0.01f, 0.06f));
|
||||
|
||||
rb.useGravity = true;
|
||||
|
||||
// PER-DICE FORCE MULTIPLIER
|
||||
float spinMultiplier = UnityEngine.Random.Range(0.8f, 1.25f);
|
||||
|
||||
// RANDOM TORQUE
|
||||
rb.AddTorque(
|
||||
UnityEngine.Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
|
||||
UnityEngine.Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
|
||||
UnityEngine.Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
|
||||
ForceMode.Impulse
|
||||
);
|
||||
|
||||
// RANDOM SIDE FORCE
|
||||
Vector3 sideDir = new Vector3(
|
||||
UnityEngine.Random.Range(-1f, 1f),
|
||||
0f,
|
||||
UnityEngine.Random.Range(-1f, 1f)
|
||||
).normalized;
|
||||
|
||||
rb.AddForce(sideDir * sideForce, ForceMode.Impulse);
|
||||
|
||||
// SMALL UPWARD FORCE
|
||||
rb.AddForce(Vector3.up * liftForce, ForceMode.Impulse);
|
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|
||||
yield return new WaitForSeconds(sideValueTime);
|
||||
|
||||
int value = GetDiceValue();
|
||||
|
||||
//TODO: Use the dice value as needed
|
||||
Debug.Log($"Dice rolled: {value}");
|
||||
|
||||
ResetDice();
|
||||
onRollingComplete?.Invoke(value);
|
||||
}
|
||||
|
||||
rollBase.UpdateSixRollCount();
|
||||
rolledVal = rollBase.SixRollCount == rollBase.MaxRollCount ? Ludo_3D_Constants.Max_Dice_Rolls : GetDiceValue();
|
||||
}
|
||||
else
|
||||
int GetDiceValue()
|
||||
{
|
||||
rolledVal = GetDiceValue();
|
||||
}
|
||||
|
||||
if (diceVal != 0) rolledVal = diceVal;
|
||||
}
|
||||
|
||||
/*
|
||||
* Summary:
|
||||
* Call when the dice roll animation is complete
|
||||
*/
|
||||
public void OnDiceRollingCompleted()
|
||||
foreach (DiceSide side in diceSides)
|
||||
{
|
||||
animator.ResetTrigger(Ludo_3D_Constants.RollDiceTriggerString);
|
||||
|
||||
if (rolledVal == Ludo_3D_Constants.Max_Dice_Rolls)
|
||||
ResetRollData();
|
||||
|
||||
ResetData();
|
||||
onRollingComplete?.Invoke(rolledVal);
|
||||
if (side.OnGround())
|
||||
return side.sideValue;
|
||||
}
|
||||
|
||||
public void OnReturnedToIdle()
|
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{
|
||||
Debug.Log($"DiceView :: OnReturnedToIdle: {rolledVal}");
|
||||
|
||||
animator.enabled = false;
|
||||
if (rolledVal == 0)
|
||||
{
|
||||
ShowDefaultSprite();
|
||||
}
|
||||
else
|
||||
{
|
||||
diceImage.sprite = diceSideDatas[rolledVal - 1].sprite;
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
private int GetDiceValue()
|
||||
public void ResetDice()
|
||||
{
|
||||
return Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1);
|
||||
}
|
||||
|
||||
public void ResetRollData()
|
||||
{
|
||||
if (rollBase != null) rollBase.ResetRollData();
|
||||
}
|
||||
|
||||
public void ResetData()
|
||||
{
|
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rollBase = null;
|
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rb.useGravity = false;
|
||||
rb.velocity = Vector3.zero;
|
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rb.angularVelocity = Vector3.zero;
|
||||
transform.localPosition = startPos;
|
||||
rolling = false;
|
||||
}
|
||||
|
||||
public void SetDiceButtonInteraction(bool status)
|
||||
{
|
||||
diceButton.interactable = status;
|
||||
}
|
||||
|
||||
public void ResetOnSessionEnd()
|
||||
{
|
||||
ResetData();
|
||||
|
||||
rolledVal = 0;
|
||||
OnReturnedToIdle();
|
||||
|
||||
diceRectTransform.rotation = Quaternion.identity;
|
||||
diceRectTransform.localScale = Vector3.one;
|
||||
ResetDice();
|
||||
transform.localRotation = startRotation;
|
||||
onRollingComplete = null;
|
||||
}
|
||||
|
||||
public void InitOnNoActionsAfterRoll(IRollBase rollBase, bool state)
|
||||
{
|
||||
hasNoActionOnRoll = state;
|
||||
if (!state)
|
||||
return;
|
||||
|
||||
this.rollBase = rollBase;
|
||||
}
|
||||
|
||||
public void ShowDefaultSprite()
|
||||
{
|
||||
Debug.Log($"DiceView :: ShowDefaultSprite");
|
||||
diceImage.sprite = defaultSprite;
|
||||
}
|
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}
|
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public interface IRollBase
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{
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public int SixRollCount { get; }
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public int MaxRollCount { get; }
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void UpdateSixRollCount();
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void UpdateMaxRollCount(int val);
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void ResetRollData();
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public const string Player2_Name = "Player2";
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public const string Player3_Name = "Player3";
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public const string Player4_Name = "Player4";
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public const string RollDiceTriggerString = "RollDice";
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using DG.Tweening;
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using UnityEngine;
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using System.Collections.Generic;
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using UnityEngine.Serialization;
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public enum BotMove
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{
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@ -27,12 +25,10 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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[SerializeField] DiceRollHandler diceRollHandler;
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[SerializeField] private int diceValue = 0;
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[SerializeField] private float diceRollDelayForBot = 0.5f;
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[SerializeField] private float diceRollDelayForUser = 0.5f;
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[SerializeField] private float botDiceRollDelay = 0.25f;
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[SerializeField] private int maxDiceSixRollCounter = 2;
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[SerializeField] private int totalStepsForCharacter = 57;
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[SerializeField] private int currentPlayerTurnMaxTime = 5;
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[SerializeField] private int currentPlayerSelectionMaxTime = 5;
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[SerializeField] private TextMeshProUGUI diceText;
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[SerializeField] private PlayerGameData[] playerGameDatas;
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[SerializeField] private PlayerBaseHandler playerBaseHandler;
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public PlayerType CurrentPlayerTypeTurn => currentPlayerTypeTurn;
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public PlayerBaseHandler PlayerBaseHandler => playerBaseHandler;
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private PlayerType currentPlayerTypeTurn;
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private TimerSystem currentPlayerTurnTimer;
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private TimerSystem savedCurrentPlayerTurnTimerInst;
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private int currentPlayerTurnIndex = 0;
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private List<PlayerType> allPlayerTypes = new List<PlayerType>();
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private bool CanRollDiceAgain = false; // used for when you get a 6 or when you reach the finish point
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private int diceSixRollCounter = 0;
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|
||||
private List<PlayerPawn> availPlayersToMove = new List<PlayerPawn>();
|
||||
private List<PlayerPawn> availPlayers = new List<PlayerPawn>();
|
||||
private bool canSwitchPlayer = true;
|
||||
|
||||
public bool CanRollDiceForUser
|
||||
@ -96,7 +92,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
public List<PlayerData> PlayerDatas => playerDatas;
|
||||
public List<PlayerType> PlayerTypesCollection => allPlayerTypes;
|
||||
|
||||
public Action onGameResumed = null;
|
||||
public Action OnGameResumed = null;
|
||||
|
||||
public void Initialize()
|
||||
{
|
||||
@ -133,6 +129,8 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
|
||||
playerBaseHandler.InitPlayerTypes(allPlayerTypes);
|
||||
InitCurrentGamePlayerInfo();
|
||||
|
||||
// SetCanRollDiceForUser(true);
|
||||
}
|
||||
|
||||
public void InitPlayerTypesForBotMatch(PlayerData selectedPlayerData, int botCount)
|
||||
@ -171,7 +169,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
|
||||
private void HandleDiceRollWithDelay()
|
||||
{
|
||||
Invoke(nameof(RollDiceForBot), diceRollDelayForBot);
|
||||
Invoke(nameof(HandleDiceRoll), botDiceRollDelay);
|
||||
}
|
||||
|
||||
private void InitBotRuntimeData()
|
||||
@ -242,58 +240,37 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
playerBaseHandler.ShowSelectedPlayerBase(currentPlayerTypeTurn, false);
|
||||
currentPlayerTypeTurn = playerType;
|
||||
playerBaseHandler.ShowSelectedPlayerBase(currentPlayerTypeTurn, true);
|
||||
|
||||
UpdateTurnTimer();
|
||||
}
|
||||
|
||||
private void UpdateDiceView()
|
||||
{
|
||||
diceRollHandler.DiceView.SetDiceButtonInteraction(true);
|
||||
diceRollHandler.DiceView.ShowDefaultSprite();
|
||||
UpdateResponseTimerForUser(currentPlayerMaxTime: currentPlayerTurnMaxTime, () => RollDiceForUser());
|
||||
}
|
||||
|
||||
private void UpdateDiceViewForBot()
|
||||
{
|
||||
UpdateDiceView();
|
||||
HandleDiceRollWithDelay();
|
||||
}
|
||||
|
||||
private void UpdateResponseTimerForUser(int currentPlayerMaxTime, Action onComplete)
|
||||
private void UpdateTurnTimer()
|
||||
{
|
||||
if (gameModeHandler.CurrentGameModeType == GameModeType.Bot)
|
||||
{
|
||||
bool isBotTurn = botTypesInGame.Contains(currentPlayerTypeTurn);
|
||||
// SetCanRollDiceForUser(!isBotTurn); // TODO :: Need to change
|
||||
SetCanRollDiceForUser(!isBotTurn);
|
||||
if (isBotTurn)
|
||||
{
|
||||
currentPlayerTurnTimer?.KillTimer();
|
||||
uIManager.UpdatePlayerTurnText(currentPlayerTypeTurn);
|
||||
uIManager.UpdatePlayerTurnIcon(currentPlayerTypeTurn);
|
||||
return;
|
||||
}
|
||||
}
|
||||
// else
|
||||
// SetCanRollDiceForUser(true); // TODO :: Need to change
|
||||
else
|
||||
SetCanRollDiceForUser(true);
|
||||
|
||||
uIManager.UpdatePlayerTurnText(currentPlayerTypeTurn, currentPlayerMaxTime);
|
||||
uIManager.UpdatePlayerTurnIcon(currentPlayerTypeTurn);
|
||||
uIManager.UpdatePlayerTurnText(currentPlayerTypeTurn, currentPlayerTurnMaxTime);
|
||||
|
||||
if (currentPlayerTurnTimer == null)
|
||||
currentPlayerTurnTimer = new TimerSystem();
|
||||
|
||||
currentPlayerTurnTimer.Init(currentPlayerMaxTime, onComplete: () =>
|
||||
currentPlayerTurnTimer.Init(currentPlayerTurnMaxTime, onComplete: () =>
|
||||
{
|
||||
Debug.Log($"currentPlayerTurnTimer: HandleDiceViewForUser");
|
||||
onComplete?.Invoke();
|
||||
diceRollHandler.HandleDiceViewForUser();
|
||||
}, inProgress: (remTime) =>
|
||||
{
|
||||
if (HasGamePausedForUser())
|
||||
{
|
||||
savedCurrentPlayerTurnTimerInst = currentPlayerTurnTimer;
|
||||
currentPlayerTurnTimer = null;
|
||||
|
||||
return;
|
||||
}
|
||||
uIManager.UpdatePlayerTurnText(currentPlayerTypeTurn, currentPlayerMaxTime - (int)remTime);
|
||||
uIManager.UpdatePlayerTurnText(currentPlayerTypeTurn, currentPlayerTurnMaxTime - (int)remTime);
|
||||
});
|
||||
}
|
||||
|
||||
@ -312,15 +289,12 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
|
||||
private void ResetCurrentPlayerTurnTimer()
|
||||
{
|
||||
currentPlayerTurnTimer?.KillTimer();
|
||||
currentPlayerTurnTimer.KillTimer();
|
||||
}
|
||||
|
||||
public void InitCurrentGamePlayerInfo()
|
||||
{
|
||||
currentPlayerTurnIndex = 0;
|
||||
UpdateCurrentPlayerTurn(allPlayerTypes[currentPlayerTurnIndex]);
|
||||
SetCanRollDiceForUser(IsUsersTurn());
|
||||
UpdateDiceView();
|
||||
Debug.Log($"currentPlayerTypeTurn: {currentPlayerTypeTurn}");
|
||||
|
||||
#if UNITY_EDITOR
|
||||
@ -362,15 +336,11 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
}
|
||||
}
|
||||
|
||||
public void SetPlayerSelectionStates(bool state, Predicate<PlayerState> skipPredicate = null)
|
||||
public void EnablePlayerSelectionStates(bool state)
|
||||
{
|
||||
foreach (var playerPawn in playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict)
|
||||
{
|
||||
if (skipPredicate != null && skipPredicate.Invoke(playerPawn.Value.GetPlayerState()))
|
||||
{
|
||||
playerPawn.Value.SetPlayerSelectionState(false);
|
||||
continue;
|
||||
}
|
||||
if (playerPawn.Value.GetPlayerState() == PlayerState.InFinishingPath) continue;
|
||||
|
||||
playerPawn.Value.SetPlayerSelectionState(state);
|
||||
}
|
||||
@ -378,7 +348,8 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
|
||||
public void OnDiceInteracted()
|
||||
{
|
||||
RollDiceForUser();
|
||||
ResetCurrentPlayerTurnTimer();
|
||||
diceRollHandler.HandleDiceViewForUser();
|
||||
}
|
||||
|
||||
public void RollDiceForPlayer(int rolledVal)
|
||||
@ -425,7 +396,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
// What happens when you get a 6
|
||||
private void SelectPawnFromBotBase()
|
||||
{
|
||||
if (canSwitchPlayer || availPlayersToMove.Count() < 1 && !CanRollDiceAgain || !botTypesInGame.Contains(currentPlayerTypeTurn))
|
||||
if (canSwitchPlayer || availPlayers.Count() < 1 && !CanRollDiceAgain || !botTypesInGame.Contains(currentPlayerTypeTurn))
|
||||
{
|
||||
Debug.Log($"returning from SelectPawnFromBotBase");
|
||||
return; // Have a better check here
|
||||
@ -437,15 +408,12 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
int savedPlayerId = -1;
|
||||
PlayerPawn pawn = null;
|
||||
|
||||
Debug.Log($"SelectPawnFromBotBase: availPlayers.Count(): {availPlayersToMove.Count()}, CanRollDiceAgain: {CanRollDiceAgain}");
|
||||
Debug.Log($"SelectPawnFromBotBase: availPlayers.Count(): {availPlayers.Count()}, CanRollDiceAgain: {CanRollDiceAgain}");
|
||||
|
||||
InitActivePlayers();
|
||||
#if UNITY_EDITOR
|
||||
if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInHome == 0)
|
||||
{
|
||||
SetDisplayCountForAllAvailPlayers(true);
|
||||
UpdateActivePlayersAndSetDisplay(true);
|
||||
}
|
||||
#endif
|
||||
|
||||
if (CanRollDiceAgain) // got a 6 roll value
|
||||
{
|
||||
@ -460,7 +428,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
}
|
||||
|
||||
Debug.Log($"Before Iterating");
|
||||
foreach (var playerPawn in availPlayersToMove)
|
||||
foreach (var playerPawn in availPlayers)
|
||||
{
|
||||
int possibleSteps = 0;
|
||||
Tile possibleTileData = null;
|
||||
@ -547,9 +515,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
}
|
||||
|
||||
if (CanRollDiceAgain)
|
||||
{
|
||||
RollDiceForBot();
|
||||
}
|
||||
HandleDiceRoll();
|
||||
else
|
||||
SwitchPlayer();
|
||||
}
|
||||
@ -604,11 +570,6 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
return possibleSteps > TilesManager.GetGeneralTilesLength() - 1;
|
||||
}
|
||||
|
||||
private bool HasNoPlayersTravelling() => Mathf.Abs(availPlayersToMove.Count - playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath) < 1;
|
||||
|
||||
private bool IsUsersTurn() => gameModeHandler.CurrentGameModeType != GameModeType.Bot ||
|
||||
!botTypesInGame.Contains(currentPlayerTypeTurn);
|
||||
|
||||
public void OnDiceRolled(int rolledVal)
|
||||
{
|
||||
SetCanRollDiceForUser(false);
|
||||
@ -617,15 +578,17 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
Debug.Log($"Tile Index :: LUDO :: rolledVal: {rolledVal} :: {currentPlayerTypeTurn}");
|
||||
diceRolledValue = rolledVal;
|
||||
diceText.text = $"{diceRolledValue}";
|
||||
availPlayers = new List<PlayerPawn>();
|
||||
|
||||
if (!CanRollDiceAgain) // remove this check for showing arrow logic
|
||||
if (!CanRollDiceAgain)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
SetDisplayCountForAllAvailPlayers(true);
|
||||
#endif
|
||||
UpdateActivePlayersAndSetDisplay(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
InitActivePlayers();
|
||||
}
|
||||
|
||||
FilterAvailablePlayersToMove();
|
||||
if (rolledVal == Ludo_3D_Constants.Max_Dice_Rolls)
|
||||
{
|
||||
canSwitchPlayer = false;
|
||||
@ -633,145 +596,81 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
// also play a simple animation before selecting
|
||||
CanRollDiceAgain = true;
|
||||
diceSixRollCounter++;
|
||||
|
||||
if (IsUsersTurn())
|
||||
{
|
||||
Debug.Log($"availPlayersToMove.Count < 1: {availPlayersToMove.Count < 1} || HasNoPlayersTravelling(): {HasNoPlayersTravelling()}");
|
||||
if (availPlayersToMove.Count < 1 || HasNoPlayersTravelling())
|
||||
{
|
||||
if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInHome > 0)
|
||||
{
|
||||
OnPawnSelected(playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values
|
||||
.FirstOrDefault(pawn => pawn.GetPlayerState() == PlayerState.InHome));
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInHome < 1 && CanMoveSoloPlayer())
|
||||
{
|
||||
SetPlayerSelectionStates(false);
|
||||
OnPawnSelected(availPlayersToMove[0]);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
pointerMeshRend.material = selectMat;
|
||||
#endif
|
||||
foreach (var playerPawn in playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict)
|
||||
if (playerPawn.Value.GetPlayerState() == PlayerState.InFinishingPath)
|
||||
playerPawn.Value.SetPlayerSelectionState(false);
|
||||
|
||||
Debug.Log($"### AreAllPawnsInFinishingPath");
|
||||
if (AreAllPawnsInFinishingPath())
|
||||
{
|
||||
SetCanRollDiceForUser(IsUsersTurn());
|
||||
UpdateResponseTimerForUser(currentPlayerSelectionMaxTime, () => RollDiceForUser());
|
||||
CheckForMaxDiceRollAttempt();
|
||||
SetCanRollDiceForUser(gameModeHandler.CurrentGameModeType != GameModeType.Bot || !botTypesInGame.Contains(currentPlayerTypeTurn));
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
SetPlayerSelectionStates(true, (state) => state == PlayerState.InFinishingPath || state == PlayerState.HasFinished);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log($"before CustomAvailablePlayers: {availPlayersToMove.Count}");
|
||||
Debug.Log($"### EnablePlayerSelectionStates");
|
||||
|
||||
Debug.Log($"CustomAvailablePlayers: {availPlayersToMove.Count}");
|
||||
canSwitchPlayer = availPlayersToMove.Count < 1;
|
||||
CanRollDiceAgain = false;
|
||||
}
|
||||
EnablePlayerSelectionStates(true);
|
||||
|
||||
diceRollHandler.DiceView.SetDiceButtonInteraction(CanRollDiceAgain);
|
||||
Debug.Log($"CanRollDiceAgain: {CanRollDiceAgain}, canSwitchPlayer: {canSwitchPlayer}");
|
||||
// pointerMeshRend.materials[0] = selectMat;
|
||||
}
|
||||
else // if there are any other pawns that are in safe or moving state
|
||||
{
|
||||
// for player's logic
|
||||
|
||||
if (IsUsersTurn())
|
||||
{
|
||||
Action onComplete = null;
|
||||
if (CanRollDiceAgain && availPlayersToMove.Count < 1 &&
|
||||
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInHome > 0)
|
||||
{
|
||||
onComplete = () => OnPawnSelected(playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values
|
||||
.FirstOrDefault(pawn => pawn.GetPlayerState() == PlayerState.InHome));
|
||||
|
||||
UpdateResponseTimerForUser(currentPlayerSelectionMaxTime, () => onComplete?.Invoke());
|
||||
}
|
||||
else if (availPlayersToMove.Count > 0)
|
||||
{
|
||||
if (CanRollDiceAgain && playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInHome > 0)
|
||||
{
|
||||
onComplete = () => OnPawnSelected(playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values
|
||||
.FirstOrDefault(pawn => pawn.GetPlayerState() == PlayerState.InHome));
|
||||
UpdateResponseTimerForUser(currentPlayerSelectionMaxTime, () => onComplete?.Invoke());
|
||||
return;
|
||||
}
|
||||
|
||||
if (CanMoveSoloPlayer())
|
||||
{
|
||||
SetPlayerSelectionStates(false);
|
||||
OnPawnSelected(availPlayersToMove[0]);
|
||||
return;
|
||||
}
|
||||
|
||||
onComplete = () => OnPawnSelected(availPlayersToMove.OrderByDescending(pawn => pawn.StepsTaken).FirstOrDefault());
|
||||
UpdateResponseTimerForUser(currentPlayerSelectionMaxTime, () => onComplete?.Invoke());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void FilterAvailablePlayersToMove()
|
||||
{
|
||||
int customAvailPlayers = availPlayers.Count();
|
||||
Debug.Log($"before CustomAvailablePlayers: {customAvailPlayers}");
|
||||
List<int> indexesToRemove = new List<int>();
|
||||
|
||||
for (int i = 0; i < availPlayersToMove.Count; i++)
|
||||
for (int i = 0; i < availPlayers.Count; i++)
|
||||
{
|
||||
Debug.Log($"## playerPawn.GetPlayerState(): {availPlayersToMove[i].GetPlayerState()}");
|
||||
Debug.Log($"## playerPawn.GetPlayerState(): {availPlayers[i].GetPlayerState()}");
|
||||
|
||||
if (availPlayersToMove[i].GetPlayerState() == PlayerState.InFinishingPath)
|
||||
if (availPlayers[i].GetPlayerState() == PlayerState.InFinishingPath)
|
||||
{
|
||||
Debug.Log($"diceRolledValue: {diceRolledValue}, FinishingDataLen: {TilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn)}, playerPawn.CurrentTileIndex: {availPlayersToMove[i].CurrentTileIndex}");
|
||||
if (diceRolledValue <= TilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - (availPlayersToMove[i].CurrentTileIndex + 1))
|
||||
Debug.Log($"diceRolledValue: {diceRolledValue}, FinishingDataLen: {TilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn)}, playerPawn.CurrentTileIndex: {availPlayers[i].CurrentTileIndex}");
|
||||
if (diceRolledValue <= TilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - (availPlayers[i].CurrentTileIndex + 1))
|
||||
{
|
||||
availPlayersToMove[i].SetPlayerSelectionState(true);
|
||||
availPlayers[i].SetPlayerSelectionState(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
indexesToRemove.Add(i);
|
||||
availPlayersToMove[i].SetPlayerSelectionState(false);
|
||||
#if UNITY_EDITOR
|
||||
availPlayersToMove[i].ShowPlayerCountCanvas(false);
|
||||
#endif
|
||||
availPlayers[i].SetPlayerSelectionState(false);
|
||||
availPlayers[i].ShowPlayerCountCanvas(false);
|
||||
customAvailPlayers--;
|
||||
}
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
availPlayersToMove[i].SetPlayerSelectionState(true);
|
||||
availPlayers[i].SetPlayerSelectionState(true);
|
||||
}
|
||||
|
||||
for (int idx = indexesToRemove.Count - 1; idx >= 0; idx--)
|
||||
availPlayersToMove.RemoveAt(idx);
|
||||
availPlayers.RemoveAt(idx);
|
||||
|
||||
// if (availPlayers.Count() < 1)
|
||||
Debug.Log($"CustomAvailablePlayers: {customAvailPlayers}");
|
||||
canSwitchPlayer = customAvailPlayers < 1;
|
||||
CanRollDiceAgain = false;
|
||||
}
|
||||
|
||||
private bool CanMoveSoloPlayer()
|
||||
{
|
||||
if (availPlayersToMove.Count == 1)
|
||||
{
|
||||
if (availPlayersToMove[0].GetPlayerState() == PlayerState.InSafeZone || availPlayersToMove[0].GetPlayerState() == PlayerState.Moving
|
||||
|| availPlayersToMove[0].GetPlayerState() == PlayerState.InFinishingPath)
|
||||
{
|
||||
|
||||
return true;
|
||||
}
|
||||
Debug.Log($"CanRollDiceAgain: {CanRollDiceAgain}, canSwitchPlayer: {canSwitchPlayer}");
|
||||
}
|
||||
|
||||
return false;
|
||||
private void UpdateActivePlayersAndSetDisplay(bool state)
|
||||
{
|
||||
InitActivePlayers();
|
||||
SetDisplayCountForAllAvailPlayers(state);
|
||||
}
|
||||
|
||||
private void InitActivePlayers()
|
||||
{
|
||||
availPlayersToMove = new List<PlayerPawn>();
|
||||
availPlayersToMove = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values.Select(pawn => pawn)
|
||||
availPlayers = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values.Select(pawn => pawn)
|
||||
.Where(pawn => pawn.GetPlayerState() == PlayerState.InSafeZone ||
|
||||
pawn.GetPlayerState() == PlayerState.Moving ||
|
||||
pawn.GetPlayerState() == PlayerState.InFinishingPath).ToList();
|
||||
@ -799,12 +698,6 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
|
||||
private void UpdatePlayerState(PlayerPawn playerPawn, PlayerState playerState)
|
||||
{
|
||||
if (!playerPawn)
|
||||
{
|
||||
// Debug.LogError($"Player pawn is null");
|
||||
return;
|
||||
}
|
||||
|
||||
Debug.Log($"#### UpdatePlayerState ");
|
||||
playerGameDatasDict[playerPawn.PlayerType].playerPawnsDict[playerPawn.PlayerId] = playerPawn;
|
||||
playerGameDatasDict[playerPawn.PlayerType].playerPawnsDict[playerPawn.PlayerId].SetPlayerState(playerState);
|
||||
@ -815,77 +708,37 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
{
|
||||
if (CanRollDiceAgain)
|
||||
{
|
||||
RollDiceForBot();
|
||||
HandleDiceRoll();
|
||||
}
|
||||
}
|
||||
|
||||
private void RollDiceForUser()
|
||||
{
|
||||
ResetCurrentPlayerTurnTimer();
|
||||
InitActivePlayers();
|
||||
bool canUsePawnsFromHome = CanUsePawnsFromHome();
|
||||
diceRollHandler.HandleDiceViewForUser(
|
||||
hasNoActionOnRoll: canUsePawnsFromHome,
|
||||
playerBase: canUsePawnsFromHome ? PlayerBaseHandler.GetPlayerBase(currentPlayerTypeTurn) : null);
|
||||
}
|
||||
|
||||
private void RollDiceForBot()
|
||||
{
|
||||
ResetCurrentPlayerTurnTimer();
|
||||
InitActivePlayers();
|
||||
HandleDiceRollForBot();
|
||||
}
|
||||
|
||||
/***
|
||||
* Summary:
|
||||
* Scenario where the user/bot has no other move when some of the pawns/characters out of home
|
||||
* are in finishing path and doesn't have a move from dice rolled value
|
||||
*/
|
||||
private bool CanUsePawnsFromHome()
|
||||
{
|
||||
return playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInHome > 0 && HasNoPlayersTravelling();
|
||||
}
|
||||
|
||||
private void HandleDiceRollForBot()
|
||||
private void HandleDiceRoll()
|
||||
{
|
||||
if (isDebugAITest)
|
||||
diceRollHandler.HandleDiceViewForBot((rollVal) => RollDiceForBot(rollVal),
|
||||
diceValue == 0 ? UnityEngine.Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1) : diceValue);
|
||||
diceRollHandler.HandleDiceViewForBot((rollVal) => RollDiceForBot(rollVal), diceValue == 0 ? UnityEngine.Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1) : diceValue);
|
||||
else
|
||||
{
|
||||
bool canUsePawnsFromHome = CanUsePawnsFromHome();
|
||||
diceRollHandler.HandleDiceViewForBot(
|
||||
(rollVal) => RollDiceForBot(rollVal),
|
||||
hasNoActionOnRoll: canUsePawnsFromHome,
|
||||
playerBase: canUsePawnsFromHome ? PlayerBaseHandler.GetPlayerBase(currentPlayerTypeTurn) : null);
|
||||
}
|
||||
diceRollHandler.HandleDiceViewForBot((rollVal) => RollDiceForBot(rollVal));
|
||||
}
|
||||
|
||||
public void OnPawnSelected(PlayerPawn selectedPawn)
|
||||
{
|
||||
// TODO :: Hide the selectable characters indicator here
|
||||
SetPlayerSelectionStates(false);
|
||||
if (IsUsersTurn()) currentPlayerTurnTimer.KillTimer();
|
||||
EnablePlayerSelectionStates(false);
|
||||
|
||||
PlayerGameData playerGameData = playerGameDatasDict[currentPlayerTypeTurn];
|
||||
Debug.Log($"playerPawn.GetPlayerState(): {selectedPawn.GetPlayerState()}");
|
||||
|
||||
#if UNITY_EDITOR
|
||||
selectedPawn.ShowPlayerCountCanvas(false);
|
||||
#endif
|
||||
if (selectedPawn.GetPlayerState() == PlayerState.InHome)
|
||||
{
|
||||
Tile targetTile = TilesManager.RetrieveTileBasedOnIndex(playerGameData.startIndex);
|
||||
|
||||
selectedPawn.ShowPlayerCountCanvas(false);
|
||||
selectedPawn.MoveToTile(
|
||||
TilesManager.GetAndInitPositionInsideSafeZone(selectedPawn, targetTile, currentPlayerTypeTurn),
|
||||
onComplete: () =>
|
||||
{
|
||||
playerGameDatasDict[playerGameData.playerType].totalPawnsInHome--;
|
||||
UpdatePlayerState(selectedPawn, PlayerState.InSafeZone);
|
||||
#if UNITY_EDITOR
|
||||
ShowUpdatedPlayerCountOnTile(selectedPawn);
|
||||
#endif
|
||||
if (CheckForMaxDiceRollAttempt())
|
||||
{
|
||||
return;
|
||||
@ -894,10 +747,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
if (selectedPawn.IsBotPlayer)
|
||||
CheckDiceRollForBot();
|
||||
else
|
||||
{
|
||||
SetCanRollDiceForUser(IsUsersTurn());
|
||||
UpdateResponseTimerForUser(currentPlayerMaxTime: currentPlayerTurnMaxTime, () => RollDiceForUser());
|
||||
}
|
||||
UpdateTurnTimer();
|
||||
|
||||
}, playerGameData.startIndex);
|
||||
|
||||
@ -908,21 +758,18 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
Tile currentSittingTile = TilesManager.RetrieveFinishingTileBasedOnIndex(selectedPawn.PlayerType, selectedPawn.CurrentTileIndex);
|
||||
currentSittingTile.ResetPlayerPawn(selectedPawn);
|
||||
|
||||
#if UNITY_EDITOR
|
||||
if (currentSittingTile.HasPawnsAvailable)
|
||||
{
|
||||
var playerPawns = currentSittingTile.GetPlayerPawns();
|
||||
foreach (var pawn in playerPawns)
|
||||
ShowUpdatedPlayerCountOnTile(pawn);
|
||||
}
|
||||
#endif
|
||||
|
||||
ApplyFinishingPathLogic(selectedPawn);
|
||||
}
|
||||
else if (selectedPawn.CurrentTileIndex == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
|
||||
{
|
||||
TilesManager.RetrieveTileBasedOnIndex(selectedPawn.CurrentTileIndex).ResetPlayerPawn(selectedPawn);
|
||||
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath++;
|
||||
ApplyFinishingPathLogic(selectedPawn);
|
||||
}
|
||||
else if (selectedPawn.GetPlayerState() == PlayerState.InSafeZone || selectedPawn.GetPlayerState() == PlayerState.Moving)
|
||||
@ -948,26 +795,22 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
pawn.MoveToCustomTilePosition(currentSittingSafeTile.CenterPlacementPosition);
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
if (currentSittingSafeTile.ContainsPlayerType(currentPlayerTypeTurn))
|
||||
{
|
||||
var playerPawns = currentSittingSafeTile.GetPlayerPawns(currentPlayerTypeTurn);
|
||||
foreach (var pawn in playerPawns)
|
||||
ShowUpdatedPlayerCountOnTile(pawn);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
currentSittingTile.ResetPlayerPawn(selectedPawn);
|
||||
#if UNITY_EDITOR
|
||||
if (currentSittingTile.HasPawnsAvailable)
|
||||
{
|
||||
var playerPawns = currentSittingTile.GetPlayerPawns();
|
||||
foreach (var pawn in playerPawns)
|
||||
ShowUpdatedPlayerCountOnTile(pawn);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
MoveThroughTiles(selectedPawn, nextTileIdx, targetIndex: targetIdx);
|
||||
@ -982,6 +825,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
|
||||
Debug.Log($"TargetIdx: {targetIdx}, finishingPathIndex: {finishingPathIndex}");
|
||||
|
||||
playerPawn.ShowPlayerCountCanvas(false);
|
||||
MoveThroughFinishingPath(playerPawn, finishingPathIndex, targetIdx);
|
||||
}
|
||||
|
||||
@ -999,13 +843,10 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
Debug.Log($"currentPlayerTurn: {currentPlayerTypeTurn}");
|
||||
Debug.Log($"currentPlayerTurnIndex: {currentPlayerTurnIndex}");
|
||||
|
||||
Debug.Log($"before SwitchPlayer availPlayers: {availPlayersToMove.Count}, playerPawn: {playerPawn}");
|
||||
Debug.Log($"before SwitchPlayer availPlayers: {availPlayers.Count}, playerPawn: {playerPawn}");
|
||||
|
||||
InitActivePlayers();
|
||||
#if UNITY_EDITOR
|
||||
SetDisplayCountForAllAvailPlayers(false);
|
||||
#endif
|
||||
Debug.Log($"after SwitchPlayer availPlayers: {availPlayersToMove.Count}, playerPawn: {playerPawn}");
|
||||
UpdateActivePlayersAndSetDisplay(false);
|
||||
Debug.Log($"after SwitchPlayer availPlayers: {availPlayers.Count}, playerPawn: {playerPawn}");
|
||||
Debug.Log($"after allPlayerTypes.Count: {allPlayerTypes.Count}");
|
||||
|
||||
if (allPlayerTypes.Count == 0)
|
||||
@ -1027,32 +868,13 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
soundManager.PlayGameSoundClip(SoundType.Turn);
|
||||
UpdateCurrentPlayerTurn(allPlayerTypes[currentPlayerTurnIndex]);
|
||||
|
||||
Debug.Log($"IsUsersTurn: {IsUsersTurn()}");
|
||||
if (IsUsersTurn())
|
||||
{
|
||||
SetCanRollDiceForUser(true);
|
||||
Invoke(nameof(UpdateDiceView), diceRollDelayForUser);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetCanRollDiceForUser(false);
|
||||
currentPlayerTurnTimer?.KillTimer();
|
||||
Invoke(nameof(UpdateDiceViewForBot), diceRollDelayForBot);
|
||||
}
|
||||
|
||||
diceSixRollCounter = 0;
|
||||
diceText.text = $"{0}";
|
||||
}
|
||||
// else
|
||||
// {
|
||||
// UpdateResponseTimerForUser(currentPlayerMaxTime: currentPlayerTurnMaxTime, () => RollDiceForUser());
|
||||
//
|
||||
// if (gameModeHandler.CurrentGameModeType == GameModeType.Bot && botTypesInGame.Contains(currentPlayerTypeTurn)) // TODO :: Double check calling of the function
|
||||
// {
|
||||
// Debug.Log($"Invoking RollDiceForBot");
|
||||
// HandleDiceRollWithDelay();
|
||||
// }
|
||||
// }
|
||||
else
|
||||
{
|
||||
UpdateTurnTimer();
|
||||
}
|
||||
|
||||
Debug.Log($"currentPlayerTurnIndex: {currentPlayerTurnIndex}");
|
||||
Debug.Log($"CurrentPlayerTurn: {currentPlayerTypeTurn}");
|
||||
@ -1062,14 +884,8 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
pointerMeshRend.material = turnMat;
|
||||
// pointerMeshRend.materials[0] = turnMat;
|
||||
#endif
|
||||
}
|
||||
|
||||
private void OnCanRollDiceAgain(PlayerPawn playerPawn = null)
|
||||
{
|
||||
if (playerPawn)
|
||||
UpdatePlayerState(playerPawn, TilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex).IsSafeZone ? PlayerState.InSafeZone : PlayerState.Moving);
|
||||
|
||||
UpdateResponseTimerForUser(currentPlayerMaxTime: currentPlayerTurnMaxTime, () => RollDiceForUser());
|
||||
// Debug.Log($"botTypesInGame.Contains(currentPlayerTypeTurn): {botTypesInGame.Contains(currentPlayerTypeTurn)}");
|
||||
|
||||
if (gameModeHandler.CurrentGameModeType == GameModeType.Bot && botTypesInGame.Contains(currentPlayerTypeTurn)) // TODO :: Double check calling of the function
|
||||
{
|
||||
@ -1078,6 +894,26 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
private void SetCurrentSelectedPointer()
|
||||
{
|
||||
var tempPos = playerBaseHandler.GetPlayerBase(currentPlayerTypeTurn).transform.position;
|
||||
pointerDebug.position = new Vector3(tempPos.x, 3f, tempPos.z);
|
||||
}
|
||||
#endif
|
||||
|
||||
public void SetDisplayCountForAllAvailPlayers(bool state)
|
||||
{
|
||||
if (state)
|
||||
{
|
||||
availPlayers.ForEach(pawn => ShowUpdatedPlayerCountOnTile(pawn));
|
||||
}
|
||||
else
|
||||
{
|
||||
availPlayers.ForEach(pawn => pawn.ShowPlayerCountCanvas(false));
|
||||
}
|
||||
}
|
||||
|
||||
private void MoveThroughTiles(PlayerPawn playerPawn, int index, int targetIndex)
|
||||
{
|
||||
Tile nextTile = TilesManager.RetrieveTileBasedOnIndex(index);
|
||||
@ -1095,9 +931,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
}
|
||||
|
||||
Debug.Log($"tile targetPosition: {targetPosition}");
|
||||
#if UNITY_EDITOR
|
||||
playerPawn.ShowPlayerCountCanvas(false); // TODO :: Check if call can be removed
|
||||
#endif
|
||||
playerPawn.ShowPlayerCountCanvas(false);
|
||||
|
||||
playerPawn.MoveToTile(
|
||||
targetPosition,
|
||||
@ -1114,9 +948,6 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
{
|
||||
// MoveThroughTiles(playerPawn, index, targetIndex);
|
||||
Debug.Log($"TargetIdx: {targetIndex - index}");
|
||||
if (index == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
|
||||
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath++;
|
||||
|
||||
CheckForGamePause(() => MoveThroughFinishingPath(playerPawn, 0, targetIndex - index));
|
||||
}
|
||||
else if (nextTileIndex <= targetIndex)
|
||||
@ -1133,11 +964,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
Debug.Log($"nextTile.IsSafeZone: {nextTile.IsSafeZone}");
|
||||
|
||||
if (CanRollDiceAgain)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
ShowUpdatedPlayerCountOnTile(playerPawn);
|
||||
#endif
|
||||
}
|
||||
|
||||
if (!nextTile.IsSafeZone)
|
||||
{
|
||||
@ -1166,12 +993,14 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
}
|
||||
|
||||
CanRollDiceAgain = true;
|
||||
if (!playerPawn.IsBotPlayer)
|
||||
{
|
||||
UpdateTurnTimer();
|
||||
}
|
||||
}
|
||||
|
||||
nextTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
|
||||
#if UNITY_EDITOR
|
||||
ShowUpdatedPlayerCountOnTile(playerPawn);
|
||||
#endif
|
||||
|
||||
if (CheckForMaxDiceRollAttempt())
|
||||
{
|
||||
@ -1186,35 +1015,19 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
}
|
||||
}
|
||||
|
||||
if (!CanRollDiceAgain) SwitchPlayer(playerPawn);
|
||||
else
|
||||
{
|
||||
if (IsUsersTurn())
|
||||
{
|
||||
UpdateResponseTimerForUser(currentPlayerMaxTime: currentPlayerTurnMaxTime, () => RollDiceForUser());
|
||||
SetCanRollDiceForUser(IsUsersTurn());
|
||||
}
|
||||
|
||||
OnCanRollDiceAgain(playerPawn);
|
||||
diceRollHandler.DiceView.SetDiceButtonInteraction(true);
|
||||
}
|
||||
SwitchPlayer(playerPawn);
|
||||
}
|
||||
},
|
||||
index);
|
||||
}
|
||||
|
||||
private bool HasGamePausedForUser()
|
||||
{
|
||||
return (botTypesInGame == null || !botTypesInGame.Contains(currentPlayerTypeTurn)) &&
|
||||
GameManager.CurrentGameState == GameState.IsPaused;
|
||||
}
|
||||
|
||||
public void CheckForGamePause(Action onComplete)
|
||||
{
|
||||
Debug.Log($"CheckForGamePause: {GameManager.CurrentGameState == GameState.IsPaused}");
|
||||
if (HasGamePausedForUser())
|
||||
if (gameModeHandler.CurrentGameModeType == GameModeType.Bot && !botTypesInGame.Contains(currentPlayerTypeTurn)
|
||||
&& GameManager.CurrentGameState == GameState.IsPaused)
|
||||
{
|
||||
onGameResumed = onComplete;
|
||||
OnGameResumed = onComplete;
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -1222,13 +1035,6 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
}
|
||||
}
|
||||
|
||||
public void OnGameResumed()
|
||||
{
|
||||
onGameResumed?.Invoke();
|
||||
currentPlayerTurnTimer = savedCurrentPlayerTurnTimerInst;
|
||||
savedCurrentPlayerTurnTimerInst = null;
|
||||
}
|
||||
|
||||
private void MoveThroughFinishingPath(PlayerPawn playerPawn, int index, int targetIndex)
|
||||
{
|
||||
UpdatePlayerState(playerPawn, PlayerState.InFinishingPath);
|
||||
@ -1253,16 +1059,13 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
{
|
||||
if (playerPawn.CurrentTileIndex == TilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1)
|
||||
{
|
||||
onGameResumed = null;
|
||||
OnGameResumed = null;
|
||||
Tile tile = TilesManager.RetrieveFinishingTileBasedOnIndex(playerPawn.PlayerType, playerPawn.CurrentTileIndex);
|
||||
tile.InitPlayerPawn(playerPawn, playerPawn.PlayerType);
|
||||
// ShowUpdatedPlayerCountOnTile(playerPawn);
|
||||
|
||||
UpdatePlayerState(playerPawn, PlayerState.HasFinished);
|
||||
playerPawn.SetPlayerSelectionState(false);
|
||||
|
||||
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished++;
|
||||
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath--;
|
||||
|
||||
Debug.Log($"playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished: {playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished}");
|
||||
Debug.Log($"playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count: {playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count}");
|
||||
@ -1301,11 +1104,8 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
CheckDiceRollForBot();
|
||||
else
|
||||
{
|
||||
SetCanRollDiceForUser(true);
|
||||
UpdateResponseTimerForUser(currentPlayerMaxTime: currentPlayerTurnMaxTime, () => RollDiceForUser());
|
||||
UpdateTurnTimer();
|
||||
}
|
||||
|
||||
diceRollHandler.DiceView.SetDiceButtonInteraction(CanRollDiceAgain);
|
||||
}
|
||||
}
|
||||
else
|
||||
@ -1319,14 +1119,8 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
}
|
||||
|
||||
if (CanRollDiceAgain)
|
||||
{
|
||||
SetCanRollDiceForUser(IsUsersTurn());
|
||||
OnCanRollDiceAgain();
|
||||
#if UNITY_EDITOR
|
||||
ShowUpdatedPlayerCountOnTile(playerPawn);
|
||||
#endif
|
||||
}
|
||||
else
|
||||
|
||||
SwitchPlayer();
|
||||
}
|
||||
}
|
||||
@ -1340,7 +1134,6 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
Debug.Log($"CAnRollDiceForUser: {CanRollDiceForUser}");
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
private void ShowUpdatedPlayerCountOnTile(PlayerPawn playerPawn)
|
||||
{
|
||||
Tile tile = playerPawn.GetPlayerState() == PlayerState.InFinishingPath ?
|
||||
@ -1361,44 +1154,22 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
|
||||
Debug.Log($"ShowUpdatedPlayerCountOnTile: {count}");
|
||||
|
||||
playerPawn.PlayerIndicatorCanvas.SetPlayerCount(count);
|
||||
playerPawn.PlayerCountCanvas.SetPlayerCount(count);
|
||||
}
|
||||
|
||||
private void SetCurrentSelectedPointer()
|
||||
{
|
||||
var tempPos = playerBaseHandler.GetPlayerBase(currentPlayerTypeTurn).transform.position;
|
||||
pointerDebug.position = new Vector3(tempPos.x, 3f, tempPos.z);
|
||||
}
|
||||
|
||||
public void SetDisplayCountForAllAvailPlayers(bool state)
|
||||
{
|
||||
if (state)
|
||||
{
|
||||
availPlayersToMove.ForEach(pawn => ShowUpdatedPlayerCountOnTile(pawn));
|
||||
}
|
||||
else
|
||||
{
|
||||
availPlayersToMove.ForEach(pawn => pawn.ShowPlayerCountCanvas(false));
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
public void ResetTileDatasForPlayers()
|
||||
{
|
||||
// causes null ref cast exception while player is moving.
|
||||
// foreach (PlayerData data in playerDatas)
|
||||
// {
|
||||
// var pawns = playerGameDatasDict[data.playerType].playerPawnsDict.Values;
|
||||
//
|
||||
// foreach (var pawn in pawns)
|
||||
// {
|
||||
// if (pawn.GetPlayerState() == PlayerState.InHome) continue;
|
||||
//
|
||||
// TilesManager.ResetTileData(pawn.PlayerType, pawn.CurrentTileIndex, pawn.GetPlayerState());
|
||||
// }
|
||||
// }
|
||||
foreach (PlayerData data in playerDatas)
|
||||
{
|
||||
var pawns = playerGameDatasDict[data.playerType].playerPawnsDict.Values;
|
||||
|
||||
TilesManager.ResetTileDatas();
|
||||
foreach (var pawn in pawns)
|
||||
{
|
||||
if (pawn.GetPlayerState() == PlayerState.InHome) continue;
|
||||
|
||||
TilesManager.ResetTileData(pawn.PlayerType, pawn.CurrentTileIndex, pawn.GetPlayerState());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ResetData()
|
||||
@ -1408,16 +1179,13 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
|
||||
ResetGameRestartData();
|
||||
|
||||
currentPlayerTurnTimer?.KillTimer();
|
||||
savedCurrentPlayerTurnTimerInst = null;
|
||||
currentPlayerTurnTimer = null;
|
||||
onGameResumed = null;
|
||||
OnGameResumed = null;
|
||||
playerDatas = null;
|
||||
allPlayerTypes = null;
|
||||
|
||||
playerGameDatasDict = null;
|
||||
playerDatas = null;
|
||||
availPlayersToMove = null;
|
||||
availPlayers = null;
|
||||
|
||||
botTypesInGame = null;
|
||||
botRuntimeMovementData = null;
|
||||
|
||||
@ -7,18 +7,13 @@ public class BasePlacementData
|
||||
public Transform placementTransform;
|
||||
}
|
||||
|
||||
public class PlayerBase : MonoBehaviour, IRollBase
|
||||
public class PlayerBase : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private PlayerType playerType;
|
||||
[SerializeField] private BasePlacementData[] basePlacementDatas;
|
||||
[SerializeField] private PlayerPawn[] playerPawns;
|
||||
[SerializeField] private GameObject playerBaseEffect;
|
||||
|
||||
private int sixRollCount, maxRollCount;
|
||||
|
||||
public int SixRollCount => sixRollCount;
|
||||
public int MaxRollCount => maxRollCount;
|
||||
|
||||
public bool IsBotBase
|
||||
{
|
||||
get; private set;
|
||||
@ -26,22 +21,6 @@ public class PlayerBase : MonoBehaviour, IRollBase
|
||||
|
||||
public PlayerType GetPlayerType() => playerType;
|
||||
|
||||
public void UpdateSixRollCount()
|
||||
{
|
||||
sixRollCount++;
|
||||
}
|
||||
|
||||
public void ResetRollData()
|
||||
{
|
||||
sixRollCount = 0;
|
||||
maxRollCount = 0;
|
||||
}
|
||||
|
||||
public void UpdateMaxRollCount(int val)
|
||||
{
|
||||
maxRollCount = val;
|
||||
}
|
||||
|
||||
public void InitPlayerData()
|
||||
{
|
||||
for (int idx = 0; idx < basePlacementDatas.Length; idx++)
|
||||
|
||||
@ -1,5 +1,6 @@
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[System.Serializable]
|
||||
public class PlayerBaseData
|
||||
@ -56,7 +57,6 @@ public class PlayerBaseHandler : MonoBehaviour
|
||||
|
||||
public void ShowSelectedPlayerBase(PlayerType playerType, bool state)
|
||||
{
|
||||
if (playerBasesDict.ContainsKey(playerType))
|
||||
playerBasesDict[playerType].ShowPlayerBaseEffect(state);
|
||||
}
|
||||
}
|
||||
|
||||
@ -27,7 +27,6 @@ public class PlayerGameData
|
||||
public Dictionary<int, PlayerPawn> playerPawnsDict;
|
||||
public int totalPawnsInHome = 0;
|
||||
public int totalPawnsFinished = 0;
|
||||
public int totalPawnsInFinishingPath = 0;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
|
||||
@ -1,7 +1,6 @@
|
||||
using System;
|
||||
using DG.Tweening;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
public enum PlayerState
|
||||
{
|
||||
@ -22,12 +21,12 @@ public class PlayerPawn : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private PlayerState playerState;
|
||||
[SerializeField] private Animator animator;
|
||||
[SerializeField] private PlayerIndicatorCanvas playerIndicatorCanvas;
|
||||
[SerializeField] private PlayerCountCanvas playerCountCanvas;
|
||||
|
||||
private PlayerBase playerBase;
|
||||
private GameplayManager gameplayManager;
|
||||
|
||||
public PlayerIndicatorCanvas PlayerIndicatorCanvas => playerIndicatorCanvas;
|
||||
public PlayerCountCanvas PlayerCountCanvas => playerCountCanvas;
|
||||
|
||||
public int PlayerId { get; private set; }
|
||||
public int StepsTaken { get; private set; }
|
||||
@ -44,8 +43,6 @@ public class PlayerPawn : MonoBehaviour
|
||||
public void SetPlayerSelectionState(bool state)
|
||||
{
|
||||
CanSelectPlayer = state;
|
||||
Debug.Log($"### SetPlayerSelectionState: {name} :: {state}, ");
|
||||
ShowPlayerSelCanvas(state);
|
||||
}
|
||||
|
||||
public void MoveToTile(Vector3 startingPoint, Action onComplete, int tileIndex)
|
||||
@ -64,7 +61,7 @@ public class PlayerPawn : MonoBehaviour
|
||||
|
||||
// Rotate Player
|
||||
TilesManager tilesManager = InterfaceManager.Instance.GetInterfaceInstance<TilesManager>();
|
||||
SetGameplayManager();
|
||||
gameplayManager = gameplayManager ?? InterfaceManager.Instance.GetInterfaceInstance<GameplayManager>();
|
||||
|
||||
Vector3 lookDirection = Vector3.zero;
|
||||
|
||||
@ -124,7 +121,7 @@ public class PlayerPawn : MonoBehaviour
|
||||
transform.position = transformData.position;
|
||||
transform.rotation = transformData.rotation;
|
||||
SetPlayerState(PlayerState.InHome);
|
||||
ShowPlayerSelCanvas(false);
|
||||
ShowPlayerCountCanvas(false);
|
||||
StepsTaken = 0;
|
||||
}
|
||||
|
||||
@ -159,13 +156,7 @@ public class PlayerPawn : MonoBehaviour
|
||||
|
||||
public void ShowPlayerCountCanvas(bool show)
|
||||
{
|
||||
// add the player count canvas to the object and show from here.
|
||||
// playerIndicatorCanvas.gameObject.SetActive(show);
|
||||
}
|
||||
|
||||
public void ShowPlayerSelCanvas(bool show)
|
||||
{
|
||||
playerIndicatorCanvas.gameObject.SetActive(show);
|
||||
playerCountCanvas.gameObject.SetActive(show);
|
||||
}
|
||||
|
||||
public void ResetData()
|
||||
@ -173,7 +164,8 @@ public class PlayerPawn : MonoBehaviour
|
||||
SetPlayerState(PlayerState.InHome);
|
||||
StepsTaken = 0;
|
||||
PlayerId = 0;
|
||||
if (playerIndicatorCanvas.gameObject.activeInHierarchy)
|
||||
ShowPlayerSelCanvas(false);
|
||||
if (playerCountCanvas.gameObject.activeInHierarchy)
|
||||
ShowPlayerCountCanvas(false);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@ -29,7 +29,7 @@ public class DiceRollHandler : MonoBehaviour
|
||||
inputManager.SetDiceRollValue(rolledVal);
|
||||
}
|
||||
|
||||
public void HandleDiceViewForUser(bool hasNoActionOnRoll = false, PlayerBase playerBase = null)
|
||||
public void HandleDiceViewForUser()
|
||||
{
|
||||
if (!inputManager.GameplayManager.CanRollDiceForUser) return;
|
||||
|
||||
@ -39,17 +39,11 @@ public class DiceRollHandler : MonoBehaviour
|
||||
if (inputManager.GameplayManager.IsDebugPlayerTest)
|
||||
OnUserDiceRollComplete(GetDiceTestVal());
|
||||
else
|
||||
{
|
||||
diceView.InitOnNoActionsAfterRoll(playerBase, hasNoActionOnRoll);
|
||||
diceView.Roll(
|
||||
(rolledVal) => OnUserDiceRollComplete(rolledVal),
|
||||
false);
|
||||
}
|
||||
diceView.Roll(onComplete: (rolledVal) => OnUserDiceRollComplete(rolledVal), false);
|
||||
}
|
||||
|
||||
public void HandleDiceViewForBot(Action<int> onComplete, bool hasNoActionOnRoll = false, PlayerBase playerBase = null)
|
||||
public void HandleDiceViewForBot(Action<int> onComplete)
|
||||
{
|
||||
diceView.InitOnNoActionsAfterRoll(playerBase, hasNoActionOnRoll);
|
||||
diceView.Roll(onComplete: onComplete, true);
|
||||
}
|
||||
|
||||
|
||||
@ -90,7 +90,6 @@ public class SafeTile : Tile
|
||||
|
||||
public override void ResetTileData()
|
||||
{
|
||||
Debug.Log($"Resetting tile in safe tile {name}");
|
||||
if (playerTypesDict != null && playerTypesDict.Count > 0)
|
||||
{
|
||||
playerTypesDict.Clear();
|
||||
|
||||
@ -56,7 +56,6 @@ public class Tile : MonoBehaviour
|
||||
|
||||
public virtual void ResetTileData()
|
||||
{
|
||||
Debug.Log($"Resetting tile in parent tile {name}");
|
||||
if (HasPawnsAvailable)
|
||||
PlayerPawns.Clear();
|
||||
}
|
||||
|
||||
@ -77,8 +77,6 @@ public class TilesManager : MonoBehaviour, IBootLoader, IDataLoader, IBase
|
||||
finishingTileDataPairs.Clear();
|
||||
}
|
||||
|
||||
// causes null ref cast exception while player is moving.
|
||||
/*
|
||||
public void ResetTileData(PlayerType playerType, int currentTileIndex, PlayerState playerState)
|
||||
{
|
||||
if (playerState == PlayerState.InFinishingPath || playerState == PlayerState.HasFinished)
|
||||
@ -97,21 +95,6 @@ public class TilesManager : MonoBehaviour, IBootLoader, IDataLoader, IBase
|
||||
tile.ResetTileData();
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
public void ResetTileDatas()
|
||||
{
|
||||
foreach (var tile in generalTiles)
|
||||
tile.ResetTileData();
|
||||
|
||||
foreach (var pair in finishingTileDataPairs)
|
||||
{
|
||||
foreach (var tile in finishingTileDataPairs[pair.Key])
|
||||
{
|
||||
tile.ResetTileData();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public Vector3 GetAndInitPositionInsideSafeZone(PlayerPawn playerPawn, Tile targetTile, PlayerType currentPlayerTypeTurn)
|
||||
{
|
||||
|
||||
@ -46,17 +46,12 @@ public class UIManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
|
||||
|
||||
public void UpdatePlayerTurnText(PlayerType type, int remSec)
|
||||
{
|
||||
screenManager.GetScreen<GameHUDScreen>(ScreenType.InGameHUDScreen).UpdatePlayerTurnText(type, remSec);
|
||||
screenManager.GetScreen<GameHUDS>(ScreenType.InGameHUDScreen).UpdatePlayerTurnText(type, remSec);
|
||||
}
|
||||
|
||||
public void UpdatePlayerTurnText(PlayerType type)
|
||||
{
|
||||
screenManager.GetScreen<GameHUDScreen>(ScreenType.InGameHUDScreen).UpdateBotTurnText(type);
|
||||
}
|
||||
|
||||
public void UpdatePlayerTurnIcon(PlayerType type)
|
||||
{
|
||||
screenManager.GetScreen<GameHUDScreen>(ScreenType.InGameHUDScreen).UpdatePlayerTurnIcon(type);
|
||||
screenManager.GetScreen<GameHUDS>(ScreenType.InGameHUDScreen).UpdateBotTurnText(type);
|
||||
}
|
||||
|
||||
public void OnGameOver()
|
||||
|
||||
@ -40,7 +40,7 @@ public class PauseMenuPopup : PopupBase
|
||||
screenManager.ShowScreen(ScreenType.InGameHUDScreen);
|
||||
|
||||
SetGameModeHandler();
|
||||
gameModeHandler.GameplayManager.OnGameResumed();
|
||||
gameModeHandler.GameplayManager.OnGameResumed?.Invoke();
|
||||
}
|
||||
|
||||
private void OnClick_HomeButton()
|
||||
|
||||
@ -1,12 +1,10 @@
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using TMPro;
|
||||
using System.Collections;
|
||||
|
||||
public class GameHUDScreen : ScreenBase
|
||||
public class GameHUDS : ScreenBase
|
||||
{
|
||||
[SerializeField] private Image playerTurnIcon;
|
||||
|
||||
[Header("Buttons")]
|
||||
[SerializeField] private Button diceBtn;
|
||||
[SerializeField] private Button pauseBtn;
|
||||
|
||||
@ -14,8 +12,6 @@ public class GameHUDScreen : ScreenBase
|
||||
[SerializeField] private TMP_Text diceCountText;
|
||||
[SerializeField] private TMP_Text playerTurnText;
|
||||
|
||||
[SerializeField] private Sprite[] turnSprites;
|
||||
|
||||
private SoundManager soundManager;
|
||||
private UIManager uiManager;
|
||||
|
||||
@ -59,18 +55,13 @@ public class GameHUDScreen : ScreenBase
|
||||
|
||||
public void UpdatePlayerTurnText(PlayerType playerType, int remSec)
|
||||
{
|
||||
Debug.Log($"UpdateTurnText: Player Turn :: {(PlayerColorType)((int)playerType)} ({remSec})");
|
||||
Debug.Log($"GameHUDS: UpdatePlayerTurnText: {playerType}");
|
||||
playerTurnText.text = $"Turn : {(PlayerColorType)((int)playerType)} ({remSec})";
|
||||
}
|
||||
|
||||
public void UpdateBotTurnText(PlayerType playerType)
|
||||
{
|
||||
Debug.Log($"UpdateTurnText: Bot Turn :: {(PlayerColorType)((int)playerType)}");
|
||||
Debug.Log($"GameHUDS: UpdatePlayerTurnText: {playerType}");
|
||||
playerTurnText.text = $"Turn : {(PlayerColorType)((int)playerType)}";
|
||||
}
|
||||
|
||||
public void UpdatePlayerTurnIcon(PlayerType playerType)
|
||||
{
|
||||
playerTurnIcon.sprite = turnSprites[(int)playerType];
|
||||
}
|
||||
}
|
||||
@ -2,7 +2,7 @@ using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class PlayerIndicatorCanvas : MonoBehaviour
|
||||
public class PlayerCountCanvas : MonoBehaviour
|
||||
{
|
||||
Transform cam;
|
||||
[SerializeField] private TMP_Text playerCountText;
|
||||
@ -21,22 +21,18 @@ public class PlayerIndicatorCanvas : MonoBehaviour
|
||||
indicatorBtn.onClick.RemoveListener(() => OnClickPlayer());
|
||||
}
|
||||
|
||||
private void Start()
|
||||
void Start()
|
||||
{
|
||||
cam = GameObject.FindGameObjectWithTag("MainCamera").transform;
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
void LateUpdate()
|
||||
{
|
||||
transform.LookAt(cam.forward + transform.position);
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
public void SetPlayerCount(int count)
|
||||
{
|
||||
playerCountText.text = count.ToString();
|
||||
}
|
||||
#endif
|
||||
|
||||
public void OnClickPlayer()
|
||||
{
|
||||
@ -42,7 +42,7 @@ PlayerSettings:
|
||||
m_SplashScreenLogos:
|
||||
- logo: {fileID: 10404, guid: 0000000000000000e000000000000000, type: 0}
|
||||
duration: 2
|
||||
- logo: {fileID: 21300000, guid: 1cfb151daad2e4e719892a83a58ce545, type: 3}
|
||||
- logo: {fileID: 21300000, guid: e84386e1891df488bae582876f896a36, type: 3}
|
||||
duration: 2
|
||||
m_VirtualRealitySplashScreen: {fileID: 2800000, guid: e84386e1891df488bae582876f896a36, type: 3}
|
||||
m_HolographicTrackingLossScreen: {fileID: 0}
|
||||
|
||||