void SetCurrentState(Die.State newState) { currentState = newState; SendMessage(new DieMessageState() { state = (byte)currentState, face = (byte)currentFace, }); }
void OnDieStateChanged(Die die, Die.State newState) { numberText.text = (die.face + 1).ToString(); if (newState == Die.State.Idle) { Debug.Log("New Face: " + die.face); source.PlayOneShot(numbers[die.face]); } }
void OnDieStateChanged(Die die, Die.State newState) { if (newState == Die.State.Idle) { // Record roll int newCount = counts[die.face] + 1; bars[die.face].UpdateCount(newCount); counts[die.face] = newCount; } }
public void OnStateChanged(Die die, Die.State newState) { //Debug.Log(die.name + " => OnStateChanged " + newState); if ((newState != Die.State.Idle) && (newState != Die.State.Unknown)) { IsRolling = true; } else if (IsRolling) { IsRolling = false; HasRolled = true; Debug.Log(die.name + " => rolled, got a " + Value); LandedOnFace?.Invoke(this, Value); } }
void OnDieStateChanged(Die die, Die.State newState) { if (newState == Die.State.Disconnected) { if (trackedDice.Count > 1) { var go = trackedDice[die].gameObject; GameObject.Destroy(go); } else { noDiceIndicator.SetActive(true); diceRoot.SetActive(false); } trackedDice.Remove(die); UnregisterDieEvents(die); } }