private void resetNumberOfRollsRemaining() { GameObject numberRollsDisplay = this.transform.FindChild("RollsRemaining").gameObject; RollsRemainingController rollsDisplay = numberRollsDisplay.GetComponent <RollsRemainingController>(); rollsDisplay.rollsRemaining = NumberOfRerolls; }
public void onTouch() { if (checkToResetAllDice()) { // process!! OverlandTileView tileView = FindObjectOfType <OverlandTileView>(); OverlandTurnProcessor turnProc = new OverlandTurnProcessor(); turnProc.processSeries(theCrew, selectedDice, tileView.tileModel); // reset the number of rolls remaining GameObject numberRollsDisplay = this.transform.FindChild("RollsRemaining").gameObject; RollsRemainingController rollsDisplay = numberRollsDisplay.GetComponent <RollsRemainingController>(); rollsDisplay.rollsRemaining = 3; // then reset and banish until number of dice are selected foreach (DieModel die in dice) { die.dieState = edieState.inHand; } banishDiceInHand(); resetDieNumberLocations(); selectedDice.Clear(); displayDice(); OverlandGameController GC = this.transform.parent.GetComponent <OverlandGameController>(); GC.updateHealthTracker(); seriesRollNumber = 0; // just processed } // we autoroll after resetting, we can change that later rollDice(); }
private void reduceNumberOfRollsRemaining() { GameObject numberRollsDisplay = this.transform.FindChild("RollsRemaining").gameObject; RollsRemainingController rollsDisplay = numberRollsDisplay.GetComponent <RollsRemainingController>(); if (rollsDisplay.rollsRemaining == 1) { rollsDisplay.rollsRemaining = 0; } else { rollsDisplay.rollsRemaining--; } }