Files
YachtDice/Assets/Scripts/Game/DiceManager.cs
T
horooko bee20fd1f8 [Refactor] Add folder-based namespaces to all C# scripts
Wrap all 39 scripts and 6 test files in namespaces matching their folder
structure (e.g. Assets/Scripts/Dice/ → YachtDice.Dice). Add cross-namespace
using directives where types are referenced across modules. Set rootNamespace
in both .asmdef files (YachtDice, YachtDice.Tests).

Namespace mapping:
- YachtDice.Dice — Dice, DiceRoller
- YachtDice.Economy — CurrencyBank
- YachtDice.Game — GameManager, DiceManager, DebugGameInput
- YachtDice.Inventory — InventoryController/Model/SlotView/View
- YachtDice.Modifiers — ModifierData/Effect/Enums/Pipeline/Runtime/Target
- YachtDice.Persistence — SaveData, SaveSystem
- YachtDice.Scoring — CategoryScorer, ScoreResult, ScoringSystem, YachtCategory
- YachtDice.Shop — ShopCatalog/Controller/ItemView/Model/View
- YachtDice.UI — CategoryRowView, DicePanelView, GameController, GameInfoView, ScoreCardView
- YachtDice.Editor — ModifierAssetCreator
- YachtDice.Tests — all test files

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 19:06:57 +07:00

109 lines
2.6 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using YachtDice.Dice;
namespace YachtDice.Game
{
public sealed class DiceManager : MonoBehaviour
{
[SerializeField] private List<DiceRoller> diceRollers = new();
public event Action OnAllDiceSettled;
public event Action<int, int> OnDieSettled;
public int DiceCount => diceRollers.Count;
private bool[] locked;
private int[] currentValues;
private int pendingCount;
private void Awake()
{
int count = diceRollers.Count;
locked = new bool[count];
currentValues = new int[count];
}
public bool IsLocked(int index) => locked[index];
public void ToggleLock(int index)
{
locked[index] = !locked[index];
}
public void SetLocked(int index, bool isLocked)
{
locked[index] = isLocked;
}
public void UnlockAll()
{
for (int i = 0; i < locked.Length; i++) locked[i] = false;
}
public void RollUnlocked()
{
for (int i = 0; i < diceRollers.Count; i++)
if (diceRollers[i].IsRolling) return;
pendingCount = 0;
for (int i = 0; i < diceRollers.Count; i++)
{
if (locked[i]) continue;
pendingCount++;
int capturedIndex = i;
void Handler(int value)
{
diceRollers[capturedIndex].OnRollFinished -= Handler;
currentValues[capturedIndex] = value;
OnDieSettled?.Invoke(capturedIndex, value);
pendingCount--;
if (pendingCount <= 0)
OnAllDiceSettled?.Invoke();
}
diceRollers[i].OnRollFinished += Handler;
diceRollers[i].Roll();
}
if (pendingCount == 0)
OnAllDiceSettled?.Invoke();
}
public int[] GetCurrentValues()
{
int[] copy = new int[currentValues.Length];
Array.Copy(currentValues, copy, currentValues.Length);
return copy;
}
public int GetValue(int index) => currentValues[index];
public bool IsAnyRolling
{
get
{
for (int i = 0; i < diceRollers.Count; i++)
if (diceRollers[i].IsRolling) return true;
return false;
}
}
public void ReadAllValues()
{
for (int i = 0; i < diceRollers.Count; i++)
{
var diceComponent = diceRollers[i].GetComponent<Dice>();
if (diceComponent != null && diceComponent.TryGetTopValue(out int val))
currentValues[i] = val;
}
}
}
}