Esempio n. 1
0
 void SetCurrentState(Die.State newState)
 {
     currentState = newState;
     SendMessage(new DieMessageState()
     {
         state = (byte)currentState,
         face  = (byte)currentFace,
     });
 }
Esempio n. 2
0
 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]);
     }
 }
Esempio n. 3
0
 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;
     }
 }
Esempio n. 4
0
        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);
            }
        }
Esempio n. 5
0
 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);
     }
 }