コード例 #1
0
 void ResourceRollResult(int sum)
 {
     if (sum == number)
     {
         print(type.ToString());
         if (OnRolled != null)
         {
             OnRolled.DynamicInvoke(GetResourceList());
         }
     }
 }
コード例 #2
0
        public void Update(Time deltaTime, bool useMouse = true)
        {
            if (Dice.Count <= 0)
            {
                return;
            }

            switch (State)
            {
            case RollState.Preparing:

                if (_cupShakeCooldown > 0)
                {
                    _cupShakeCooldown -= deltaTime.DeltaF; return;
                }

                var shakeSpeed = _shakeRotSpeed + (_shaking ? (_lastShakeMomentum.Length + 1) : 0);

                foreach (var r in Rolling)
                {
                    r.Transform.Orientation = r.Transform.Orientation.Rotated(shakeSpeed * deltaTime.DeltaF, _shakeRotAxis * vec3.UnitY);
                }

                _shakeRotAxis = _shakeRotAxis.Rotated(shakeSpeed / 3 * deltaTime.DeltaF, vec3.UnitZ);

                if (!_shaking)
                {
                    return;
                }

                var v2    = (Program.InputManager.MousePosition - _shakeCenter) / _maxShakeDist;
                var signs = new vec2(Math.Sign(v2.x), Math.Sign(v2.y));
                v2                 = signs * v2;
                v2                 = _maxShakeMove * new vec2(signs.x * _shakeCurve[v2.x <= 1 ? v2.x : 1], signs.y * _shakeCurve[v2.y <= 1 ? v2.y : 1]);
                _currentCupPos     = CupPos + new vec3(v2.x, 0, v2.y);
                v2                 = new vec2(Program.InputManager.MousePosition - _lastShakePos) * _shakeScale;
                _lastShakeMomentum = new vec3(v2.x, 0, v2.y) / deltaTime.DeltaF;
                _lastShakePos      = Program.InputManager.MousePosition;

                foreach (var d in Rolling)
                {
                    d.Transform.Translation = _currentCupPos + _cupOffset[d];
                }

                break;

            case RollState.Rolling:

                if (!Rolling.Exists(d => !d.RigidBody.Sleeping))
                {
                    MoveDiceToCamera();
                    State = RollState.Scoring;
                    if (Rolling.Count == Dice.Count || RerollsLeft <= 0)
                    {
                        Rolling.Clear(); UpdateOutliners();
                    }
                    OnRolled?.Invoke(Rolled);
                }

                break;

            case RollState.Scoring:

                if (useMouse)
                {
                    UpdateOutliners();
                }

                break;
            }
        }