| WEB | Android | iOS |
|---|---|---|
| COMING SOON! | COMING SOON! |
This project is organized into clear layers for input, board data, game rules, and turn/state control.
Below is a high-level explanation of each class and how they interact.
Defines board layout constants (track length, home rows) and provides helper methods to get each player’s start, home-entry and home tiles.
A simple data class representing a tile’s index, type (normal, safe, start etc.) and the player who owns it.
Handles world positions for tiles and spawn points, draws colored gizmos for tile types in the scene, and auto-assigns positions from the editor.
Abstract MonoBehaviour that can be clicked; subclasses override OnClickDown/OnClickUp to react to input.
Uses Unity’s Input System to detect mouse/touch input, raycast into the scene and dispatch click events to Clickable2D objects.
Represents a player's pawn, tracks its owner and current tile, provides methods to move or reset, and displays move hints.
A button derived from Clickable2D that triggers a dice roll via the GameManager.
Encapsulates Parchís game logic by determining valid moves, safe tiles, blockades, captures, progress scores and movement paths.
Manages game phases, dice rolls, bonus moves, move resolution, repeated turns on doubles, and transitions between players.
Unity MonoBehaviour that wires together board rules, the state machine, input, UI, animations and sound, resets pieces, and updates player HUDs.
Represents a candidate move including the piece, target tile, step count, dice usage and bonus index, used for selecting moves.
Indicates the outcome of a move (invalid, normal, capture, blocked by blockade or reach home) and includes the resulting tile or captured piece.
Performs coroutines that animate pieces resetting to their base or moving along a path and calls callbacks when finished.
Stores audio clips and plays sounds for dice rolls, clicks, moves ending, captures, returning to start, reaching home, winning and UI clicks.
Manages the orientation-specific UI roots, shows dice values and move/roll hints per player, clears hints, updates orientation and displays game-over text.
Defines the state machine’s phases: waiting to roll, waiting to move, animating a move or game over.
Provides a utility to convert integer arrays to formatted strings for debugging purposes.
