public BattleGameDieUI FindDie(Die die) { BattleGameDieUI dieUI = null; dice.TryGetValue(die, out dieUI); return(dieUI); }
public BattleGameDieUI AddDie(Die die) { BattleGameDieUI dieUI = GameObject.Instantiate <BattleGameDieUI>(_DiePrefab); dieUI.transform.SetParent(transform); dieUI.Setup(die); dice.Add(die, dieUI); return(dieUI); }
public BattleDie TryAddDie(Die die, BattleGameDieUI uiDie) { BattleDie battleDie = null; bool add = true; #if TEAM_BATTLE add = (die.dieType == Die.DieType.SixSided) ? (Dice6?.Count() < _teamNumD6) : (Dice20?.Count() < _teamNumD20); #endif if (add) { battleDie = new BattleDie(die, TeamNumber, uiDie); _dice.Add(battleDie); } return(battleDie); }
public BattleDie(Die die, int team, BattleGameDieUI dieUI) { if (die == null) { throw new System.ArgumentNullException(nameof(die)); } if (team < 0) { throw new System.ArgumentException(nameof(team)); } if (dieUI == null) { throw new System.ArgumentNullException(nameof(dieUI)); } Die = die; _dieUI = dieUI; _dieUI.Team = team; Die.OnStateChanged += OnStateChanged; _PlayAnimation(Animations.None, force: true); }