[Add] Dice return script

This commit is contained in:
2026-03-07 14:42:31 +07:00
parent 26dbe82f47
commit dc82e93322
3 changed files with 169 additions and 26 deletions
+29 -1
View File
@@ -311,13 +311,15 @@ MonoBehaviour:
m_EditorClassIdentifier: Assembly-CSharp::DiceRoller
dice: {fileID: 3052556563113756475}
rb: {fileID: 1768444232422188122}
diceCollider: {fileID: 0}
<Definition>k__BackingField: {fileID: 11400000, guid: b4fd0877395ff654b83ec79e811d356c, type: 2}
throwUpForce: 2
throwScatter: 1.5
torqueMin: 15
torqueMax: 30
torqueMax: 80
settleSpeed: 0.05
settleDelay: 0.3
maxRollDuration: 3
snapDuration: 0.35
snapCurve:
serializedVersion: 2
@@ -343,6 +345,32 @@ MonoBehaviour:
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
returnDuration: 0.4
returnArcHeight: 0.6
returnCurve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 0
inSlope: 0
outSlope: 0
tangentMode: 0
weightedMode: 0
inWeight: 0
outWeight: 0
- serializedVersion: 3
time: 1
value: 1
inSlope: 0
outSlope: 0
tangentMode: 0
weightedMode: 0
inWeight: 0
outWeight: 0
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
--- !u!1 &6346438093409117343
GameObject:
m_ObjectHideFlags: 0
+19 -19
View File
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@@ -762,7 +762,7 @@ Transform:
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serializedVersion: 2
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children:
@@ -1173,9 +1173,9 @@ Transform:
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serializedVersion: 2
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m_LocalPosition: {x: 0, y: -1.35, z: 0}
m_LocalScale: {x: 0.82, y: 0.82, z: 0.82}
m_LocalRotation: {x: -0, y: 0.38268343, z: -0, w: 0.92387956}
m_LocalPosition: {x: 0, y: 1, z: 0}
m_LocalScale: {x: 0.8200002, y: 0.82, z: 0.8200002}
m_ConstrainProportionsScale: 1
m_Children:
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@@ -1272,7 +1272,7 @@ Transform:
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serializedVersion: 2
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m_LocalPosition: {x: -10, y: 22, z: -8}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
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@@ -1662,8 +1662,8 @@ Transform:
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m_GameObject: {fileID: 1715952346}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: -2.2, z: 0}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 5, y: 5, z: 5}
m_ConstrainProportionsScale: 0
m_Children: []
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+121 -6
View File
@@ -7,13 +7,16 @@ namespace YachtDice.Dice
{
/// <summary>
/// Красиво подбрасывает и раскручивает кубик, ждёт пока он остановится,
/// плавно доворачивает до ровного положения и сообщает результат.
/// плавно доворачивает до ровного положения, возвращает на старт и сообщает результат.
/// </summary>
public class DiceRoller : MonoBehaviour
{
private static DiceRoller _activeReturnRoller;
[Header("References")]
[SerializeField] private Dice dice;
[SerializeField] private Rigidbody rb;
[SerializeField] private Collider diceCollider;
[Tooltip("Определение типа дайса")]
[field: SerializeField] public DiceDefinition Definition { get; private set; }
@@ -38,12 +41,25 @@ namespace YachtDice.Dice
[Tooltip("Сколько секунд кубик должен быть неподвижен, чтобы засчитать остановку")]
[SerializeField] private float settleDelay = 0.3f;
[Tooltip("Максимальная длительность броска до принудительного завершения")]
[SerializeField] private float maxRollDuration = 3f;
[Header("Snap Alignment")]
[Tooltip("Длительность плавного доворота к ровному положению")]
[SerializeField] private float snapDuration = 0.35f;
[SerializeField]
private AnimationCurve snapCurve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);
[Header("Return To Start")]
[Tooltip("Длительность возврата в стартовую позицию")]
[SerializeField] private float returnDuration = 0.4f;
[Tooltip("Высота дуги при возврате в стартовую позицию")]
[SerializeField] private float returnArcHeight = 0.6f;
[SerializeField]
private AnimationCurve returnCurve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);
/// <summary>
/// Вызывается когда кубик полностью остановился. Аргумент — выпавшее значение.
@@ -56,11 +72,36 @@ namespace YachtDice.Dice
public bool IsRolling { get; private set; }
private Coroutine _rollRoutine;
private Vector3 _startLocalPosition;
private bool _startPoseCaptured;
private void Awake()
{
if (dice == null)
dice = GetComponent<Dice>();
if (rb == null)
rb = GetComponent<Rigidbody>();
if (diceCollider == null)
diceCollider = GetComponent<Collider>();
CaptureStartPose();
}
private void Reset()
{
dice = GetComponent<Dice>();
rb = GetComponent<Rigidbody>();
diceCollider = GetComponent<Collider>();
}
private void CaptureStartPose()
{
if (_startPoseCaptured) return;
_startLocalPosition = transform.localPosition;
_startPoseCaptured = true;
}
@@ -71,6 +112,12 @@ namespace YachtDice.Dice
{
if (IsRolling) return;
if (dice == null || rb == null)
{
Debug.LogError("DiceRoller: отсутствуют обязательные компоненты Dice/Rigidbody.", this);
return;
}
if (_rollRoutine != null)
StopCoroutine(_rollRoutine);
@@ -80,12 +127,17 @@ namespace YachtDice.Dice
private IEnumerator RollSequence()
{
IsRolling = true;
CaptureStartPose();
// ── 1. Подготовка ────────────────────────────────────────────
if (diceCollider != null)
diceCollider.enabled = true;
rb.isKinematic = false;
rb.useGravity = true;
rb.linearVelocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
var rollStartedAt = Time.time;
// ── 2. Импульс: подбросить вверх с лёгким разбросом ─────────
Vector3 force = new Vector3(
@@ -105,9 +157,17 @@ namespace YachtDice.Dice
// ── 4. Ждём пока кубик успокоится ───────────────────────────
var stillTimer = 0f;
var sqrThreshold = settleSpeed * settleSpeed;
var didTimeout = false;
var maxDuration = Mathf.Max(0.1f, maxRollDuration);
while (stillTimer < settleDelay)
{
if (Time.time - rollStartedAt >= maxDuration)
{
didTimeout = true;
break;
}
yield return new WaitForFixedUpdate();
bool isSlow = rb.linearVelocity.sqrMagnitude < sqrThreshold
@@ -116,6 +176,9 @@ namespace YachtDice.Dice
stillTimer = isSlow ? stillTimer + Time.fixedDeltaTime : 0f;
}
if (didTimeout)
Debug.LogWarning($"DiceRoller: бросок принудительно завершён по таймауту ({maxDuration:0.##} c).", this);
// ── 5. Замораживаем физику и читаем верхнюю грань ───────────
rb.linearVelocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
@@ -124,8 +187,7 @@ namespace YachtDice.Dice
if (!dice.TryGetTopValue(out int topValue))
{
Debug.LogWarning("DiceRoller: не удалось определить верхнюю грань.");
IsRolling = false;
yield break;
topValue = 1;
}
// ── 6. Плавный доворот до ровного положения ─────────────────
@@ -139,20 +201,73 @@ namespace YachtDice.Dice
transform.rotation = startRot;
var elapsed = 0f;
while (elapsed < snapDuration)
var snapTime = Mathf.Max(0.01f, snapDuration);
var snapCurveToUse = snapCurve ?? AnimationCurve.Linear(0f, 0f, 1f, 1f);
while (elapsed < snapTime)
{
elapsed += Time.deltaTime;
float t = snapCurve.Evaluate(Mathf.Clamp01(elapsed / snapDuration));
float t = snapCurveToUse.Evaluate(Mathf.Clamp01(elapsed / snapTime));
transform.rotation = Quaternion.Slerp(startRot, targetRot, t);
yield return null;
}
transform.rotation = targetRot;
// ── 7. Готово ───────────────────────────────────────────────
// ── 7. Возвращаемся в стартовую позицию без коллизий ───────
if (diceCollider != null)
diceCollider.enabled = false;
yield return ReturnToStartPosition();
if (diceCollider != null)
diceCollider.enabled = true;
// ── 8. Готово ───────────────────────────────────────────────
IsRolling = false;
OnRollFinished?.Invoke(topValue);
// Debug.Log($"{gameObject.name} | Выпало: <b>{topValue}</b>");
}
private IEnumerator ReturnToStartPosition()
{
var startPos = transform.localPosition;
var duration = Mathf.Max(0.01f, returnDuration);
yield return WaitForReturnTurn();
try
{
var elapsed = 0f;
var returnCurveToUse = returnCurve ?? AnimationCurve.Linear(0f, 0f, 1f, 1f);
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float normalized = Mathf.Clamp01(elapsed / duration);
float curved = returnCurveToUse.Evaluate(normalized);
var pos = Vector3.Lerp(startPos, _startLocalPosition, curved);
pos.y += Mathf.Sin(normalized * Mathf.PI) * returnArcHeight;
transform.localPosition = pos;
yield return null;
}
transform.localPosition = _startLocalPosition;
}
finally
{
if (_activeReturnRoller == this)
_activeReturnRoller = null;
}
}
private IEnumerator WaitForReturnTurn()
{
while (_activeReturnRoller != null && _activeReturnRoller != this)
yield return null;
_activeReturnRoller = this;
}
}
}