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Snake And Ladder - Coggle Diagram
Snake And Ladder
TurnManager<T>
ITurnEntity<T>
OnTurnStart(Func<ITurnEntity<T>> )
Func<ITurnEntity<T>> cachedFunc
SetTurnTimer(float time)
float GetTimerPercentage()
UpdateTimer()
ResetTimer()
GenericActionState turnState
TurnEndFallback<ITurnEntity<T>>
ChangeTurn()
List<ITurnEntity<T>> iTurnEntity
ChangeTurn(ITurnEntity<T>)
SetTurnTimer(float timer)
ITurnEntity<T> CurrentTurnEntity
StopCurrentEntityTimer()
UpdateTimer()
ITurnEntity<T> nextTurnEntity
ShuffleTurnEntityList
State<T>(SO)
Enter(T owner)
Running(T owner)
Exit(T owner)
List<Rules> onEnterRules
List<Rules> onExitRules
List<Rule> onRunningRules
List<Action> enterAction
List<Action> exitAction
List<Action> RunningAction
Tile
TileType
OnStepOnTile(Tile TargetTile)
OnExitTile(ITurnEntity<T> nextTurnEntity)
List<Pawns> pawns
Add Pawn(Pawn pawn)
RemovePawn(Pawn pawn)
AdjustPawn()
Board(MC)
Tiles
Dictionary<BoardState,Rules>
Player(MC)
Name
Color
Dice
Pawn
ITurnEntity<Player>
GenericActionState boardState
List<Player> winningPlayer
BoardInitState
SetPlayerInitialPosition
InitializeTilesOnBoard
initializeDice
EmptyWinningPlayerList
SetNumberOfPlayers
InitializePlayerTurn
Dice(MC)
DiceState
Finished Rolling
Rolling
Idle
RollDice(ITurnEntity<T>)
INT CurrentDiceNumber
INT GetDiceNumber()
ResetDice
Sprite[]
Pawn(MC)
HighLightPawn()
InitialPosition
SetInitPawnPosition()
PawnColor
MovePawnOnTile(Tile[] tiles)
TileType
SnakeTile
LadderTile
DefaultTile
WinningTile
Rules<T>(SO)
Condition(SO)
List<Action(SO)>
Evaluate(T owner)
Rule Description
BoardConfiguration
NumberOfPlayer
PlayerColor
TurnTime
GenericActionState(Enum)
Start
Running
End
StateManager(C)
Run()
Initialize(T owner,List<TState>)
ChangeStateTo(State<T> targetState)
Action<T>(SO)
ActionState
ExecuteAction(T owner)
Condition<T>(SO)
Evaluate(T owner)