[Fix] Code visual
This commit is contained in:
@@ -1,39 +0,0 @@
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using UnityEngine;
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using YachtDice.Scoring;
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namespace YachtDice.Game
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{
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public sealed class DebugGameInput : MonoBehaviour
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{
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[SerializeField] private GameManager gameManager;
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private void Update()
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{
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if (Input.GetKeyDown(KeyCode.Space))
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gameManager.Roll();
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// 1-5: toggle lock on dice 0-4
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if (Input.GetKeyDown(KeyCode.Alpha1)) gameManager.ToggleDiceLock(0);
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if (Input.GetKeyDown(KeyCode.Alpha2)) gameManager.ToggleDiceLock(1);
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if (Input.GetKeyDown(KeyCode.Alpha3)) gameManager.ToggleDiceLock(2);
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if (Input.GetKeyDown(KeyCode.Alpha4)) gameManager.ToggleDiceLock(3);
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if (Input.GetKeyDown(KeyCode.Alpha5)) gameManager.ToggleDiceLock(4);
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// Score categories
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if (Input.GetKeyDown(KeyCode.F1)) gameManager.ScoreInCategory(YachtCategory.Ones);
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if (Input.GetKeyDown(KeyCode.F2)) gameManager.ScoreInCategory(YachtCategory.Twos);
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if (Input.GetKeyDown(KeyCode.F3)) gameManager.ScoreInCategory(YachtCategory.Threes);
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if (Input.GetKeyDown(KeyCode.F4)) gameManager.ScoreInCategory(YachtCategory.Fours);
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if (Input.GetKeyDown(KeyCode.F5)) gameManager.ScoreInCategory(YachtCategory.Fives);
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if (Input.GetKeyDown(KeyCode.F6)) gameManager.ScoreInCategory(YachtCategory.Sixes);
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if (Input.GetKeyDown(KeyCode.F7)) gameManager.ScoreInCategory(YachtCategory.ThreeOfAKind);
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if (Input.GetKeyDown(KeyCode.F8)) gameManager.ScoreInCategory(YachtCategory.FourOfAKind);
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if (Input.GetKeyDown(KeyCode.F9)) gameManager.ScoreInCategory(YachtCategory.FullHouse);
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if (Input.GetKeyDown(KeyCode.F10)) gameManager.ScoreInCategory(YachtCategory.SmallStraight);
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if (Input.GetKeyDown(KeyCode.F11)) gameManager.ScoreInCategory(YachtCategory.LargeStraight);
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if (Input.GetKeyDown(KeyCode.F12)) gameManager.ScoreInCategory(YachtCategory.Yacht);
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if (Input.GetKeyDown(KeyCode.C)) gameManager.ScoreInCategory(YachtCategory.Chance);
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}
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 982f0996b85edfe419b07ddb36d6e235
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@@ -5,104 +5,103 @@ using YachtDice.Dice;
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namespace YachtDice.Game
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{
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public sealed class DiceManager : MonoBehaviour
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{
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[SerializeField] private List<DiceRoller> diceRollers = new();
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public event Action OnAllDiceSettled;
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public event Action<int, int> OnDieSettled;
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public int DiceCount => diceRollers.Count;
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private bool[] locked;
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private int[] currentValues;
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private int pendingCount;
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private void Awake()
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public class DiceManager : MonoBehaviour
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{
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int count = diceRollers.Count;
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locked = new bool[count];
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currentValues = new int[count];
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}
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[SerializeField] private List<DiceRoller> diceRollers = new();
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public bool IsLocked(int index) => locked[index];
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public event Action OnAllDiceSettled;
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public event Action<int, int> OnDieSettled;
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public void ToggleLock(int index)
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{
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locked[index] = !locked[index];
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}
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public int DiceCount => diceRollers.Count;
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public void SetLocked(int index, bool isLocked)
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{
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locked[index] = isLocked;
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}
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private bool[] locked;
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private int[] currentValues;
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private int pendingCount;
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public void UnlockAll()
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{
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for (int i = 0; i < locked.Length; i++) locked[i] = false;
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}
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public void RollUnlocked()
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{
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for (int i = 0; i < diceRollers.Count; i++)
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if (diceRollers[i].IsRolling) return;
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pendingCount = 0;
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for (int i = 0; i < diceRollers.Count; i++)
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private void Awake()
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{
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if (locked[i]) continue;
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pendingCount++;
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int capturedIndex = i;
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void Handler(int value)
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{
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diceRollers[capturedIndex].OnRollFinished -= Handler;
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currentValues[capturedIndex] = value;
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OnDieSettled?.Invoke(capturedIndex, value);
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pendingCount--;
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if (pendingCount <= 0)
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OnAllDiceSettled?.Invoke();
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}
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diceRollers[i].OnRollFinished += Handler;
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diceRollers[i].Roll();
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int count = diceRollers.Count;
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locked = new bool[count];
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currentValues = new int[count];
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}
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if (pendingCount == 0)
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OnAllDiceSettled?.Invoke();
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}
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public bool IsLocked(int index) => locked[index];
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public int[] GetCurrentValues()
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{
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int[] copy = new int[currentValues.Length];
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Array.Copy(currentValues, copy, currentValues.Length);
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return copy;
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}
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public void ToggleLock(int index)
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{
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locked[index] = !locked[index];
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}
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public int GetValue(int index) => currentValues[index];
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public void SetLocked(int index, bool isLocked)
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{
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locked[index] = isLocked;
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}
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public bool IsAnyRolling
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{
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get
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public void UnlockAll()
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{
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for (int i = 0; i < locked.Length; i++) locked[i] = false;
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}
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public void RollUnlocked()
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{
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for (int i = 0; i < diceRollers.Count; i++)
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if (diceRollers[i].IsRolling) return true;
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return false;
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}
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}
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if (diceRollers[i].IsRolling) return;
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public void ReadAllValues()
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{
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for (int i = 0; i < diceRollers.Count; i++)
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pendingCount = 0;
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for (int i = 0; i < diceRollers.Count; i++)
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{
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if (locked[i]) continue;
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pendingCount++;
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int capturedIndex = i;
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void Handler(int value)
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{
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diceRollers[capturedIndex].OnRollFinished -= Handler;
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currentValues[capturedIndex] = value;
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OnDieSettled?.Invoke(capturedIndex, value);
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pendingCount--;
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if (pendingCount <= 0)
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OnAllDiceSettled?.Invoke();
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}
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diceRollers[i].OnRollFinished += Handler;
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diceRollers[i].Roll();
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}
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if (pendingCount == 0)
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OnAllDiceSettled?.Invoke();
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}
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public int[] GetCurrentValues()
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{
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var diceComponent = diceRollers[i].GetComponent<Dice>();
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if (diceComponent != null && diceComponent.TryGetTopValue(out int val))
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currentValues[i] = val;
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int[] copy = new int[currentValues.Length];
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Array.Copy(currentValues, copy, currentValues.Length);
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return copy;
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}
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public int GetValue(int index) => currentValues[index];
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public bool IsAnyRolling
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{
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get
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{
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for (int i = 0; i < diceRollers.Count; i++)
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if (diceRollers[i].IsRolling) return true;
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return false;
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}
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}
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public void ReadAllValues()
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{
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for (int i = 0; i < diceRollers.Count; i++)
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{
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var diceComponent = diceRollers[i].GetComponent<Dice.Dice>();
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if (diceComponent != null && diceComponent.TryGetTopValue(out int val))
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currentValues[i] = val;
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}
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}
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}
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}
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}
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@@ -4,102 +4,101 @@ using YachtDice.Scoring;
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namespace YachtDice.Game
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{
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public sealed class GameManager : MonoBehaviour
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{
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[Header("References")]
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[SerializeField] private DiceManager diceManager;
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[SerializeField] private ScoringSystem scoringSystem;
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[Header("Settings")]
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[SerializeField] private int maxRollsPerTurn = 3;
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public int CurrentRoll { get; private set; }
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public int CurrentTurn { get; private set; }
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public bool CanRoll => CurrentRoll < maxRollsPerTurn && !diceManager.IsAnyRolling;
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public bool CanScore => CurrentRoll > 0 && !diceManager.IsAnyRolling;
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public bool IsGameOver => scoringSystem.IsComplete;
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public event Action<int> OnTurnStarted;
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public event Action<int> OnRollComplete;
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public event Action<YachtCategory, int> OnScored;
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public event Action<int> OnGameOver;
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private void Start()
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public class GameManager : MonoBehaviour
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{
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StartNewGame();
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}
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[Header("References")]
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[SerializeField] private DiceManager diceManager;
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[SerializeField] private ScoringSystem scoringSystem;
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public void StartNewGame()
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{
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scoringSystem.ResetScorecard();
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CurrentTurn = 0;
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StartNewTurn();
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}
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[Header("Settings")]
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[SerializeField] private int maxRollsPerTurn = 3;
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private void StartNewTurn()
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{
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CurrentTurn++;
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CurrentRoll = 0;
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diceManager.UnlockAll();
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OnTurnStarted?.Invoke(CurrentTurn);
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Debug.Log($"=== Turn {CurrentTurn} ===");
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}
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public int CurrentRoll { get; private set; }
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public int CurrentTurn { get; private set; }
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public void Roll()
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{
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if (!CanRoll) return;
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public bool CanRoll => CurrentRoll < maxRollsPerTurn && !diceManager.IsAnyRolling;
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public bool CanScore => CurrentRoll > 0 && !diceManager.IsAnyRolling;
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public bool IsGameOver => scoringSystem.IsComplete;
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CurrentRoll++;
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diceManager.OnAllDiceSettled += HandleAllDiceSettled;
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diceManager.RollUnlocked();
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}
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public event Action<int> OnTurnStarted;
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public event Action<int> OnRollComplete;
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public event Action<YachtCategory, int> OnScored;
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public event Action<int> OnGameOver;
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private void HandleAllDiceSettled()
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{
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diceManager.OnAllDiceSettled -= HandleAllDiceSettled;
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int[] values = diceManager.GetCurrentValues();
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Debug.Log($"Roll {CurrentRoll}/{maxRollsPerTurn} | Dice: [{string.Join(", ", values)}]");
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OnRollComplete?.Invoke(CurrentRoll);
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}
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public void ToggleDiceLock(int index)
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{
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if (diceManager.IsAnyRolling) return;
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if (CurrentRoll == 0) return;
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diceManager.ToggleLock(index);
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bool isLocked = diceManager.IsLocked(index);
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Debug.Log($"Dice {index + 1} (value={diceManager.GetValue(index)}): {(isLocked ? "LOCKED" : "UNLOCKED")}");
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}
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public void ScoreInCategory(YachtCategory category)
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{
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if (!CanScore) return;
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if (scoringSystem.IsCategoryUsed(category)) return;
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int[] values = diceManager.GetCurrentValues();
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ScoreResult result = scoringSystem.ScoreCategory(values, category);
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Debug.Log($"Scored {category}: base={result.BaseScore}, " +
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$"bonus=+{result.FlatBonus}, mult=x{result.Multiplier:F1}, " +
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$"FINAL={result.FinalScore} | Total={scoringSystem.TotalScore}");
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OnScored?.Invoke(category, result.FinalScore);
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if (scoringSystem.IsComplete)
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private void Start()
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{
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int total = scoringSystem.TotalScore;
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Debug.Log($"*** GAME OVER *** Total Score: {total}");
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OnGameOver?.Invoke(total);
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StartNewGame();
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}
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else
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public void StartNewGame()
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{
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scoringSystem.ResetScorecard();
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CurrentTurn = 0;
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StartNewTurn();
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}
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private void StartNewTurn()
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{
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CurrentTurn++;
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CurrentRoll = 0;
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diceManager.UnlockAll();
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OnTurnStarted?.Invoke(CurrentTurn);
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Debug.Log($"=== Turn {CurrentTurn} ===");
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}
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public void Roll()
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{
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if (!CanRoll) return;
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CurrentRoll++;
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diceManager.OnAllDiceSettled += HandleAllDiceSettled;
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diceManager.RollUnlocked();
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}
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private void HandleAllDiceSettled()
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{
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diceManager.OnAllDiceSettled -= HandleAllDiceSettled;
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int[] values = diceManager.GetCurrentValues();
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Debug.Log($"Roll {CurrentRoll}/{maxRollsPerTurn} | Dice: [{string.Join(", ", values)}]");
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OnRollComplete?.Invoke(CurrentRoll);
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}
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public void ToggleDiceLock(int index)
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{
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if (diceManager.IsAnyRolling) return;
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if (CurrentRoll == 0) return;
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diceManager.ToggleLock(index);
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bool isLocked = diceManager.IsLocked(index);
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Debug.Log($"Dice {index + 1} (value={diceManager.GetValue(index)}): {(isLocked ? "LOCKED" : "UNLOCKED")}");
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}
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public void ScoreInCategory(YachtCategory category)
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{
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if (!CanScore) return;
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if (scoringSystem.IsCategoryUsed(category)) return;
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int[] values = diceManager.GetCurrentValues();
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ScoreResult result = scoringSystem.ScoreCategory(values, category);
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Debug.Log($"Scored {category}: base={result.BaseScore}, " +
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$"bonus=+{result.FlatBonus}, mult=x{result.Multiplier:F1}, " +
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$"FINAL={result.FinalScore} | Total={scoringSystem.TotalScore}");
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OnScored?.Invoke(category, result.FinalScore);
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if (scoringSystem.IsComplete)
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{
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int total = scoringSystem.TotalScore;
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Debug.Log($"*** GAME OVER *** Total Score: {total}");
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OnGameOver?.Invoke(total);
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}
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else
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{
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StartNewTurn();
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}
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}
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}
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}
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}
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Reference in New Issue
Block a user