using Cysharp.Threading.Tasks; using UnityEngine; using YachtDice.Modifiers.Core; using YachtDice.Modifiers.Definition; using YachtDice.Modifiers.Runtime; namespace YachtDice.Modifiers.Effects { [CreateAssetMenu(fileName = "MultiplyPerDieEffect", menuName = "YachtDice/Modifiers/Effects/Multiply Per Die")] public class MultiplyPerDieEffect : Effect { [Tooltip("Multiplier to apply per matching die.")] [SerializeField] private float multiplierPerDie = 1f; [Tooltip("Die face value to match (1-6). 0 = any/all dice.")] [SerializeField, Range(0, 6)] private int targetDieValue; public override UniTask Apply(ModifierContext context, ModifierInstance instance) { if (context.DiceValues == null) return UniTask.CompletedTask; for (int i = 0; i < context.DiceValues.Length; i++) { if (targetDieValue == 0 || context.DiceValues[i] == targetDieValue) context.Multiplier *= multiplierPerDie; } return UniTask.CompletedTask; } #if UNITY_EDITOR public static MultiplyPerDieEffect CreateForTest(float multiplierPerDie, int targetDieValue = 0, ModifierPhase phase = ModifierPhase.Multiplicative, int priority = 0) { var so = CreateInstance(); so.multiplierPerDie = multiplierPerDie; so.targetDieValue = targetDieValue; so.SetPhaseForTest(phase); so.SetPriorityForTest(priority); return so; } #endif } }