[Fix] Refactor project
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@@ -19,7 +19,7 @@ namespace YachtDice.Game
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private void Awake()
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{
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int count = diceRollers.Count;
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var count = diceRollers.Count;
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_diceInstances = new DiceInstance[count];
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for (int i = 0; i < count; i++)
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@@ -43,14 +43,14 @@ namespace YachtDice.Game
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public void UnlockAll()
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{
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for (int i = 0; i < _diceInstances.Length; i++)
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_diceInstances[i].IsLocked = false;
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foreach (var t in _diceInstances)
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t.IsLocked = 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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foreach (var t in diceRollers)
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if (t.IsRolling) return;
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_pendingCount = 0;
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@@ -59,7 +59,7 @@ namespace YachtDice.Game
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if (_diceInstances[i].IsLocked) continue;
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_pendingCount++;
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int capturedIndex = i;
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var capturedIndex = i;
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void Handler(int value)
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{
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@@ -80,14 +80,18 @@ namespace YachtDice.Game
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OnAllDiceSettled?.Invoke();
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}
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/// <summary>Возвращает абстрактный список дайсов (основной API).</summary>
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/// <summary>
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/// Возвращает абстрактный список дайсов (основной API).
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/// </summary>
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public IReadOnlyList<IDice> GetDice() => _diceInstances;
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/// <summary>Возвращает копию текущих значений (обратная совместимость).</summary>
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/// <summary>
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/// Возвращает копию текущих значений (обратная совместимость).
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/// </summary>
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public int[] GetCurrentValues()
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{
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int[] values = new int[_diceInstances.Length];
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for (int i = 0; i < _diceInstances.Length; i++)
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var values = new int[_diceInstances.Length];
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for (var i = 0; i < _diceInstances.Length; i++)
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values[i] = _diceInstances[i].Value;
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return values;
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}
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@@ -98,15 +102,16 @@ namespace YachtDice.Game
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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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foreach (var t in diceRollers)
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if (t.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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for (var 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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@@ -62,7 +62,7 @@ namespace YachtDice.Game
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{
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_diceManager.OnAllDiceSettled -= HandleAllDiceSettled;
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int[] values = _diceManager.GetCurrentValues();
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var values = _diceManager.GetCurrentValues();
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Debug.Log($"Roll {CurrentRoll}/{maxRollsPerTurn} | Dice: [{string.Join(", ", values)}]");
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OnRollComplete?.Invoke(CurrentRoll);
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@@ -74,7 +74,7 @@ namespace YachtDice.Game
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if (CurrentRoll == 0) return;
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_diceManager.ToggleLock(index);
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bool isLocked = _diceManager.IsLocked(index);
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var isLocked = _diceManager.IsLocked(index);
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Debug.Log($"Dice {index + 1} (value={_diceManager.GetValue(index)}): {(isLocked ? "LOCKED" : "UNLOCKED")}");
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}
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@@ -94,7 +94,7 @@ namespace YachtDice.Game
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if (_scoringSystem.IsComplete)
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{
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int total = _scoringSystem.TotalScore;
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var 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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