[Rename] Unify Die → Dice naming across the entire project

Standardize all class, interface, file, method, event, field, and variable
names from the inconsistent "Die" form to "Dice", matching the existing
DiceManager/DiceCatalog/DiceCollection convention.

Renamed files (7 + meta): IDie→IDice, DieInstance→DiceInstance,
DieDefinitionSO→DiceDefinitionSO, StandardDieSO→StandardDiceSO,
DieValueCondition→DiceValueCondition, AddPerDieEffect→AddPerDiceEffect,
MultiplyPerDieEffect→MultiplyPerDiceEffect.

Updated all 31 consumer and test files with matching reference changes.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-02 05:37:12 +07:00
parent f6c354d41c
commit 13b18b0a8b
39 changed files with 153 additions and 153 deletions
@@ -8,7 +8,7 @@ namespace YachtDice.Modifiers.Conditions
[CreateAssetMenu(fileName = "DiceCountCondition", menuName = "YachtDice/Modifiers/Conditions/Dice Count")]
public class DiceCountCondition : Condition
{
[Tooltip("Die face value to count (1-6). 0 = any value.")]
[Tooltip("Dice face value to count (1-6). 0 = any value.")]
[SerializeField, Range(0, 6)] private int targetValue;
[Tooltip("Minimum number of dice that must match.")]
@@ -5,8 +5,8 @@ using YachtDice.Modifiers.Runtime;
namespace YachtDice.Modifiers.Conditions
{
[CreateAssetMenu(fileName = "DieValueCondition", menuName = "YachtDice/Modifiers/Conditions/Die Value")]
public class DieValueCondition : Condition
[CreateAssetMenu(fileName = "DiceValueCondition", menuName = "YachtDice/Modifiers/Conditions/Dice Value")]
public class DiceValueCondition : Condition
{
[SerializeField, Range(1, 6)] private int targetValue = 1;
[SerializeField] private int minCount = 1;
@@ -25,9 +25,9 @@ namespace YachtDice.Modifiers.Conditions
}
#if UNITY_EDITOR
public static DieValueCondition CreateForTest(int targetValue, int minCount = 1)
public static DiceValueCondition CreateForTest(int targetValue, int minCount = 1)
{
var so = CreateInstance<DieValueCondition>();
var so = CreateInstance<DiceValueCondition>();
so.targetValue = targetValue;
so.minCount = minCount;
return so;
@@ -16,7 +16,7 @@ namespace YachtDice.Modifiers.Core
public float PostMultiplier = 1f;
/// <summary>Абстрактные дайсы (основной API).</summary>
public IReadOnlyList<IDie> Dice;
public IReadOnlyList<IDice> Dice;
/// <summary>Значения дайсов (обратная совместимость с существующими модификаторами).</summary>
public int[] DiceValues;
@@ -55,7 +55,7 @@ namespace YachtDice.Modifiers.Core
public static ModifierContext CreateForScoring(
int baseScore,
IReadOnlyList<IDie> dice,
IReadOnlyList<IDice> dice,
CategoryDefinition category,
int currentRoll,
int currentTurn,
@@ -6,14 +6,14 @@ using YachtDice.Modifiers.Runtime;
namespace YachtDice.Modifiers.Effects
{
[CreateAssetMenu(fileName = "AddPerDieEffect", menuName = "YachtDice/Modifiers/Effects/Add Per Die")]
public class AddPerDieEffect : Effect
[CreateAssetMenu(fileName = "AddPerDiceEffect", menuName = "YachtDice/Modifiers/Effects/Add Per Dice")]
public class AddPerDiceEffect : Effect
{
[Tooltip("Points to add per matching die.")]
[SerializeField] private int valuePerDie;
[Tooltip("Points to add per matching dice.")]
[SerializeField] private int valuePerDice;
[Tooltip("Die face value to match (1-6). 0 = any/all dice.")]
[SerializeField, Range(0, 6)] private int targetDieValue;
[Tooltip("Dice face value to match (1-6). 0 = any/all dice.")]
[SerializeField, Range(0, 6)] private int targetDiceValue;
public override UniTask Apply(ModifierContext context, ModifierInstance instance)
{
@@ -22,21 +22,21 @@ namespace YachtDice.Modifiers.Effects
int count = 0;
for (int i = 0; i < context.DiceValues.Length; i++)
{
if (targetDieValue == 0 || context.DiceValues[i] == targetDieValue)
if (targetDiceValue == 0 || context.DiceValues[i] == targetDiceValue)
count++;
}
context.FlatBonus += valuePerDie * count * instance.Stacks;
context.FlatBonus += valuePerDice * count * instance.Stacks;
return UniTask.CompletedTask;
}
#if UNITY_EDITOR
public static AddPerDieEffect CreateForTest(int valuePerDie, int targetDieValue = 0,
public static AddPerDiceEffect CreateForTest(int valuePerDice, int targetDiceValue = 0,
ModifierPhase phase = ModifierPhase.Additive, int priority = 0)
{
var so = CreateInstance<AddPerDieEffect>();
so.valuePerDie = valuePerDie;
so.targetDieValue = targetDieValue;
var so = CreateInstance<AddPerDiceEffect>();
so.valuePerDice = valuePerDice;
so.targetDiceValue = targetDiceValue;
so.SetPhaseForTest(phase);
so.SetPriorityForTest(priority);
return so;
@@ -0,0 +1,44 @@
using Cysharp.Threading.Tasks;
using UnityEngine;
using YachtDice.Modifiers.Core;
using YachtDice.Modifiers.Definition;
using YachtDice.Modifiers.Runtime;
namespace YachtDice.Modifiers.Effects
{
[CreateAssetMenu(fileName = "MultiplyPerDiceEffect", menuName = "YachtDice/Modifiers/Effects/Multiply Per Dice")]
public class MultiplyPerDiceEffect : Effect
{
[Tooltip("Multiplier to apply per matching dice.")]
[SerializeField] private float multiplierPerDice = 1f;
[Tooltip("Dice face value to match (1-6). 0 = any/all dice.")]
[SerializeField, Range(0, 6)] private int targetDiceValue;
public override UniTask Apply(ModifierContext context, ModifierInstance instance)
{
if (context.DiceValues == null) return UniTask.CompletedTask;
for (int i = 0; i < context.DiceValues.Length; i++)
{
if (targetDiceValue == 0 || context.DiceValues[i] == targetDiceValue)
context.Multiplier *= multiplierPerDice;
}
return UniTask.CompletedTask;
}
#if UNITY_EDITOR
public static MultiplyPerDiceEffect CreateForTest(float multiplierPerDice, int targetDiceValue = 0,
ModifierPhase phase = ModifierPhase.Multiplicative, int priority = 0)
{
var so = CreateInstance<MultiplyPerDiceEffect>();
so.multiplierPerDice = multiplierPerDice;
so.targetDiceValue = targetDiceValue;
so.SetPhaseForTest(phase);
so.SetPriorityForTest(priority);
return so;
}
#endif
}
}
@@ -1,44 +0,0 @@
using Cysharp.Threading.Tasks;
using UnityEngine;
using YachtDice.Modifiers.Core;
using YachtDice.Modifiers.Definition;
using YachtDice.Modifiers.Runtime;
namespace YachtDice.Modifiers.Effects
{
[CreateAssetMenu(fileName = "MultiplyPerDieEffect", menuName = "YachtDice/Modifiers/Effects/Multiply Per Die")]
public class MultiplyPerDieEffect : Effect
{
[Tooltip("Multiplier to apply per matching die.")]
[SerializeField] private float multiplierPerDie = 1f;
[Tooltip("Die face value to match (1-6). 0 = any/all dice.")]
[SerializeField, Range(0, 6)] private int targetDieValue;
public override UniTask Apply(ModifierContext context, ModifierInstance instance)
{
if (context.DiceValues == null) return UniTask.CompletedTask;
for (int i = 0; i < context.DiceValues.Length; i++)
{
if (targetDieValue == 0 || context.DiceValues[i] == targetDieValue)
context.Multiplier *= multiplierPerDie;
}
return UniTask.CompletedTask;
}
#if UNITY_EDITOR
public static MultiplyPerDieEffect CreateForTest(float multiplierPerDie, int targetDieValue = 0,
ModifierPhase phase = ModifierPhase.Multiplicative, int priority = 0)
{
var so = CreateInstance<MultiplyPerDieEffect>();
so.multiplierPerDie = multiplierPerDie;
so.targetDieValue = targetDieValue;
so.SetPhaseForTest(phase);
so.SetPriorityForTest(priority);
return so;
}
#endif
}
}