[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>
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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using YachtDice.Modifiers.Core;
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using YachtDice.Modifiers.Definition;
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using YachtDice.Modifiers.Runtime;
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namespace YachtDice.Modifiers.Effects
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{
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[CreateAssetMenu(fileName = "AddPerDiceEffect", menuName = "YachtDice/Modifiers/Effects/Add Per Dice")]
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public class AddPerDiceEffect : Effect
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{
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[Tooltip("Points to add per matching dice.")]
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[SerializeField] private int valuePerDice;
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[Tooltip("Dice face value to match (1-6). 0 = any/all dice.")]
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[SerializeField, Range(0, 6)] private int targetDiceValue;
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public override UniTask Apply(ModifierContext context, ModifierInstance instance)
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{
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if (context.DiceValues == null) return UniTask.CompletedTask;
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int count = 0;
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for (int i = 0; i < context.DiceValues.Length; i++)
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{
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if (targetDiceValue == 0 || context.DiceValues[i] == targetDiceValue)
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count++;
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}
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context.FlatBonus += valuePerDice * count * instance.Stacks;
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return UniTask.CompletedTask;
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}
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#if UNITY_EDITOR
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public static AddPerDiceEffect CreateForTest(int valuePerDice, int targetDiceValue = 0,
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ModifierPhase phase = ModifierPhase.Additive, int priority = 0)
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{
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var so = CreateInstance<AddPerDiceEffect>();
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so.valuePerDice = valuePerDice;
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so.targetDiceValue = targetDiceValue;
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so.SetPhaseForTest(phase);
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so.SetPriorityForTest(priority);
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return so;
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}
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#endif
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}
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}
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