bee20fd1f8
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>
106 lines
3.0 KiB
C#
106 lines
3.0 KiB
C#
using System;
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using UnityEngine;
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using UnityEngine.UI;
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using TMPro;
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namespace YachtDice.UI
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{
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public sealed class DicePanelView : MonoBehaviour
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{
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[Header("Dice Display")]
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[SerializeField] private Button[] diceButtons = new Button[5];
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[SerializeField] private TMP_Text[] diceValueTexts = new TMP_Text[5];
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[SerializeField] private Image[] diceBackgrounds = new Image[5];
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[Header("Roll")]
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[SerializeField] private Button rollButton;
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[SerializeField] private TMP_Text rollButtonText;
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[Header("Colors")]
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[SerializeField] private Color unlockedColor = Color.white;
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[SerializeField] private Color lockedColor = new Color(1f, 0.85f, 0.4f, 1f);
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public event Action<int> OnDiceToggled;
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public event Action OnRollClicked;
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private void Awake()
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{
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for (int i = 0; i < diceButtons.Length; i++)
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{
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int capturedIndex = i;
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diceButtons[i].onClick.AddListener(() => OnDiceToggled?.Invoke(capturedIndex));
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}
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rollButton.onClick.AddListener(() => OnRollClicked?.Invoke());
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for (int i = 0; i < diceValueTexts.Length; i++)
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{
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diceValueTexts[i].text = "?";
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diceBackgrounds[i].color = unlockedColor;
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diceButtons[i].interactable = false;
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}
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SetRollButtonState(true, 0, 3);
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}
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public void SetDieValue(int index, int value)
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{
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if (index >= 0 && index < diceValueTexts.Length)
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diceValueTexts[index].text = value.ToString();
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}
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public void SetAllDiceValues(int[] values)
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{
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for (int i = 0; i < values.Length && i < diceValueTexts.Length; i++)
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diceValueTexts[i].text = values[i].ToString();
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}
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public void SetDieLocked(int index, bool isLocked)
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{
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if (index >= 0 && index < diceBackgrounds.Length)
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diceBackgrounds[index].color = isLocked ? lockedColor : unlockedColor;
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}
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public void SetDiceInteractable(bool interactable)
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{
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for (int i = 0; i < diceButtons.Length; i++)
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diceButtons[i].interactable = interactable;
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}
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public void SetRollButtonState(bool interactable, int currentRoll, int maxRolls)
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{
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rollButton.interactable = interactable;
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if (currentRoll >= maxRolls)
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rollButtonText.text = "Выберите категорию";
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else
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rollButtonText.text = $"Бросок {currentRoll + 1}/{maxRolls}";
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}
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public void ResetForNewTurn()
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{
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for (int i = 0; i < diceValueTexts.Length; i++)
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{
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diceValueTexts[i].text = "?";
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diceBackgrounds[i].color = unlockedColor;
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diceButtons[i].interactable = false;
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}
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}
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public void ResetForNewGame()
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{
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ResetForNewTurn();
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SetRollButtonState(true, 0, 3);
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}
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private void OnDestroy()
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{
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for (int i = 0; i < diceButtons.Length; i++)
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diceButtons[i].onClick.RemoveAllListeners();
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rollButton.onClick.RemoveAllListeners();
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}
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}
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}
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