[Add] Dice to Scene
This commit is contained in:
@@ -22,7 +22,7 @@ Material:
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@@ -9,8 +9,6 @@ using Random = UnityEngine.Random;
|
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/// </summary>
|
/// </summary>
|
||||||
public sealed class DiceRoller : MonoBehaviour
|
public sealed class DiceRoller : MonoBehaviour
|
||||||
{
|
{
|
||||||
// ─────────────────────────── Inspector ───────────────────────────
|
|
||||||
|
|
||||||
[Header("References")]
|
[Header("References")]
|
||||||
[SerializeField] private Dice dice;
|
[SerializeField] private Dice dice;
|
||||||
[SerializeField] private Rigidbody rb;
|
[SerializeField] private Rigidbody rb;
|
||||||
@@ -42,29 +40,28 @@ public sealed class DiceRoller : MonoBehaviour
|
|||||||
[SerializeField]
|
[SerializeField]
|
||||||
private AnimationCurve snapCurve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);
|
private AnimationCurve snapCurve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);
|
||||||
|
|
||||||
// ─────────────────────────── Events ──────────────────────────────
|
/// <summary>
|
||||||
|
/// Вызывается когда кубик полностью остановился. Аргумент — выпавшее значение.
|
||||||
/// <summary>Вызывается когда кубик полностью остановился. Аргумент — выпавшее значение.</summary>
|
/// </summary>
|
||||||
public event Action<int> OnRollFinished;
|
public event Action<int> OnRollFinished;
|
||||||
|
|
||||||
// ─────────────────────────── State ───────────────────────────────
|
/// <summary>
|
||||||
|
/// Идёт ли сейчас бросок.
|
||||||
/// <summary>Идёт ли сейчас бросок.</summary>
|
/// </summary>
|
||||||
public bool IsRolling { get; private set; }
|
public bool IsRolling { get; private set; }
|
||||||
|
|
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private Coroutine rollRoutine;
|
private Coroutine rollRoutine;
|
||||||
|
|
||||||
// ─────────────────────────── Unity ───────────────────────────────
|
|
||||||
|
|
||||||
private void Reset()
|
private void Reset()
|
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{
|
{
|
||||||
dice = GetComponent<Dice>();
|
dice = GetComponent<Dice>();
|
||||||
rb = GetComponent<Rigidbody>();
|
rb = GetComponent<Rigidbody>();
|
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}
|
}
|
||||||
|
|
||||||
// ─────────────────────────── Public API ──────────────────────────
|
|
||||||
|
|
||||||
/// <summary>Бросить кубик. Повторный вызов во время броска игнорируется.</summary>
|
/// <summary>
|
||||||
|
/// Бросить кубик. Повторный вызов во время броска игнорируется.
|
||||||
|
/// </summary>
|
||||||
public void Roll()
|
public void Roll()
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{
|
{
|
||||||
if (IsRolling) return;
|
if (IsRolling) return;
|
||||||
@@ -75,8 +72,6 @@ public sealed class DiceRoller : MonoBehaviour
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|||||||
rollRoutine = StartCoroutine(RollSequence());
|
rollRoutine = StartCoroutine(RollSequence());
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}
|
}
|
||||||
|
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||||||
// ─────────────────────────── Core ────────────────────────────────
|
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||||||
|
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||||||
private IEnumerator RollSequence()
|
private IEnumerator RollSequence()
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{
|
{
|
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IsRolling = true;
|
IsRolling = true;
|
||||||
@@ -152,6 +147,6 @@ public sealed class DiceRoller : MonoBehaviour
|
|||||||
IsRolling = false;
|
IsRolling = false;
|
||||||
OnRollFinished?.Invoke(topValue);
|
OnRollFinished?.Invoke(topValue);
|
||||||
|
|
||||||
Debug.Log($"🎲 Выпало: <b>{topValue}</b>");
|
Debug.Log($"{gameObject.name} | Выпало: <b>{topValue}</b>");
|
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}
|
}
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}
|
}
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Reference in New Issue
Block a user