diff --git a/Assets/Material/Dice.mat b/Assets/Material/Dice.mat
index 94ecbc3..db98d90 100644
--- a/Assets/Material/Dice.mat
+++ b/Assets/Material/Dice.mat
@@ -22,7 +22,7 @@ Material:
- _FOG_ON
- _GREYSCALESTAGE_BEFORELIGHTING
- _HEIGHTGRADIENTPOSITIONSPACE_LOCAL
- - _LIGHTMODEL_TOON
+ - _LIGHTMODEL_NONE
- _MATCAPBLENDMODE_MULTIPLY
- _OUTLINETYPE_NONE
- _RECEIVEDSHADOWSTYPE_CLASSIC
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- _CustomShadowColorOn: 0
- _DepthColoringOn: 0
- - _DepthGlowColorIntensity: 25
- - _DepthGlowDist: 0.2
+ - _DepthGlowColorIntensity: -77.79
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@@ -276,7 +276,7 @@ Material:
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+ - _LightModel: 0
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diff --git a/Assets/Scripts/Dice/DiceRoller.cs b/Assets/Scripts/Dice/DiceRoller.cs
index 9e38bff..887210c 100644
--- a/Assets/Scripts/Dice/DiceRoller.cs
+++ b/Assets/Scripts/Dice/DiceRoller.cs
@@ -9,8 +9,6 @@ using Random = UnityEngine.Random;
///
public sealed class DiceRoller : MonoBehaviour
{
- // ─────────────────────────── Inspector ───────────────────────────
-
[Header("References")]
[SerializeField] private Dice dice;
[SerializeField] private Rigidbody rb;
@@ -41,30 +39,29 @@ public sealed class DiceRoller : MonoBehaviour
[SerializeField]
private AnimationCurve snapCurve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);
-
- // ─────────────────────────── Events ──────────────────────────────
-
- /// Вызывается когда кубик полностью остановился. Аргумент — выпавшее значение.
+
+ ///
+ /// Вызывается когда кубик полностью остановился. Аргумент — выпавшее значение.
+ ///
public event Action OnRollFinished;
-
- // ─────────────────────────── State ───────────────────────────────
-
- /// Идёт ли сейчас бросок.
+
+ ///
+ /// Идёт ли сейчас бросок.
+ ///
public bool IsRolling { get; private set; }
private Coroutine rollRoutine;
- // ─────────────────────────── Unity ───────────────────────────────
-
private void Reset()
{
dice = GetComponent();
rb = GetComponent();
}
- // ─────────────────────────── Public API ──────────────────────────
- /// Бросить кубик. Повторный вызов во время броска игнорируется.
+ ///
+ /// Бросить кубик. Повторный вызов во время броска игнорируется.
+ ///
public void Roll()
{
if (IsRolling) return;
@@ -74,9 +71,7 @@ public sealed class DiceRoller : MonoBehaviour
rollRoutine = StartCoroutine(RollSequence());
}
-
- // ─────────────────────────── Core ────────────────────────────────
-
+
private IEnumerator RollSequence()
{
IsRolling = true;
@@ -152,6 +147,6 @@ public sealed class DiceRoller : MonoBehaviour
IsRolling = false;
OnRollFinished?.Invoke(topValue);
- Debug.Log($"🎲 Выпало: {topValue}");
+ Debug.Log($"{gameObject.name} | Выпало: {topValue}");
}
}
diff --git a/Assets/Scripts/Dice/DiceRoller.cs.meta b/Assets/Scripts/Dice/DiceRoller.cs.meta
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index 0000000..863f5b9
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