Exemplo n.º 1
0
    // Update is called once per frame
    void Update()
    {
        //if ton tour de jouer + canva qui dit lancer le des
        RollDice();

        if (_throwingDice == true && Dice.rolling == false)
        {
            _time += Time.deltaTime;

            if (_time > 4f)
            {
                _time         = 0f;
                _throwingDice = false;
                if (Dice.AsString("d6").IndexOf("?") == -1)
                {
                    _retry = true;
                }

                Debug.Log(Dice.AsString("d6"));
                Debug.Log("Value : " + Dice.Value("d6"));
                Dice.Clear();
            }
        }
    }
Exemplo n.º 2
0
    // handle GUI
    void OnGUI()
    {
        // Make mode selection box
        var menuW   = Screen.width / 4;
        var menuH   = Screen.height / 10;
        var ptMenu1 = new Vector4(20, 35, menuW, menuH);
        var ptMenu2 = new Vector4(ptMenu1.x, ptMenu1.y + ptMenu1.w + 5, ptMenu1.z, ptMenu1.w);

        if (!hideGui)
        {
            var name = "Wuerfi";
            if (Application.platform == RuntimePlatform.Android)
            {
                name = "Wuerfi Android";
            }
            GUI.Box(rectModeSelect, name);

            /*
             * if (GUI.Button (new Rect (ptMenu1.x, ptMenu1.y, ptMenu1.z, ptMenu1.w), "Dice Gallery")) {
             *  SetMode(MODE_GALLERY);
             * }
             * if (GUI.Button (new Rect (ptMenu2.x, ptMenu2.y, ptMenu2.z, ptMenu2.w), "Roll Dice")) {
             *  SetMode(MODE_ROLL);
             * }
             */
        }

        switch (mode)
        {
        case MODE_GALLERY:
            if (nextCameraPosition == null)
            {
                // camera is not moving so display dice selector
                GUI.Box(rectGallerySelectBox, "Dice Selector");
                if (txSelector == null)
                {
                    // determine dieType dependent selection texture
                    string add = "";
                    if (galleryDie.IndexOf("-dots") >= 0)
                    {
                        // dice with dots found so we have to append -dots when loading material
                        add = "-dots";
                    }
                    // we have to load our selector texture
                    txSelector = (Texture)Resources.Load("Textures/GUI-selector/select-" + galleryDie.Split('-')[0] + add);
                }

                if (txSelector != null)
                {
                    // draw our selector texture
                    GUI.DrawTexture(rectGallerySelect, txSelector, ScaleMode.ScaleToFit, true, 0f);
                }

                // check current mouseposition against selector
                string status = CheckSelection(rectGallerySelect);
                if (status == "")
                {
                    status = "[select your dice and color]";
                }

                // display status label
                GUI.Label(new Rect(Screen.width - 245, 145, 230, 20), status);
            }
            GUI.Box(new Rect((Screen.width - 350) / 2, Screen.height - 40, 350, 25), "");
            GUI.Label(new Rect(((Screen.width - 350) / 2) + 10, Screen.height - 38, 350, 22), "You can rotate the die by dragging it with the mouse.");
            break;

        case MODE_ROLL:
            // Display button to roll dice
            //var ptRoll = new Vector4(ptMenu2.x, ptMenu2.y + ptMenu2.w + 5, ptMenu2.z, ptMenu2.w);
            var ptRoll = new Vector4(ptMenu2.x, 35, ptMenu2.z, ptMenu2.w);
            if (!hideGui)
            {
                if (GUI.Button(new Rect(ptRoll.x, ptRoll.y, ptRoll.z, ptRoll.w), "Roll dice!") && allowRoll)
                {
                    var f = Force();
                    ThrowForGame(f);
                }

                GUI.Box(new Rect((Screen.width - 350) / 2, Screen.height - 40, 350, 25), "");
                string fps = "FPS: " + ((int)(1.0f / Time.deltaTime)).ToString();
                GUI.Label(new Rect(((Screen.width - 350) / 2) + 10, Screen.height - 38, 350, 22), fps);
            }
            // Display last force applied
            //GUI.Box(new Rect(10, Screen.height - 125, Screen.width - 20, 30), "");
            //GUI.Label(new Rect(20, Screen.height - 120, Screen.width, 20), "Last force: " + lastForceApplied.ToString());

            // display rolling message on bottom
            var rectInstructions = new Rect(((Screen.width - 520) / 2) + 10, Screen.height - 38, 520, 22);
            if (!hideGui && Dice.Count("") > 0)
            {
                // we have rolling dice so display rolling status
                GUI.Box(new Rect(10, Screen.height - 75, Screen.width - 20, 30), "");
                var strDice = Dice.AsString("");
                GUI.Label(new Rect(20, Screen.height - 70, Screen.width, 20), strDice);
            }

            if (Dice.rolling && !allowRollPrevious)
            {
                Debug.Log("Rolling");
                allowRoll         = false;
                allowRollPrevious = true;
            }
            else if (!Dice.rolling && allowRollPrevious)
            {
                Debug.Log("Not rolling anymore");
                // allow roll
                allowRoll         = true;
                allowRollPrevious = false;
            }

            break;
        }
    }
Exemplo n.º 3
0
    // handle GUI
    void OnGUI()
    {
        // Make mode selection box
        GUI.Box(rectModeSelect, "Dice Demo");
        if (GUI.Button(new Rect(20, 35, 160, 20), "Dice Gallery"))
        {
            SetMode(MODE_GALLERY);
        }
        if (GUI.Button(new Rect(20, 60, 160, 20), "Roll Dice"))
        {
            SetMode(MODE_ROLL);
        }

        switch (mode)
        {
        case MODE_GALLERY:
            if (nextCameraPosition == null)
            {
                // camera is not moving so display dice selector
                GUI.Box(rectGallerySelectBox, "Dice Selector");
                if (txSelector == null)
                {
                    // determine dieType dependent selection texture
                    string add = "";
                    if (galleryDie.IndexOf("-dots") >= 0)
                    {
                        // dice with dots found so we have to append -dots when loading material
                        add = "-dots";
                    }
                    // we have to load our selector texture
                    txSelector = (Texture)Resources.Load("Textures/GUI-selector/select-" + galleryDie.Split('-')[0] + add);
                }

                if (txSelector != null)
                {
                    // draw our selector texture
                    GUI.DrawTexture(rectGallerySelect, txSelector, ScaleMode.ScaleToFit, true, 0f);
                }

                // check current mouseposition against selector
                string status = CheckSelection(rectGallerySelect);
                if (status == "")
                {
                    status = "[select your dice and color]";
                }

                // display status label
                GUI.Label(new Rect(Screen.width - 245, 145, 230, 20), status);
            }
            GUI.Box(new Rect((Screen.width - 350) / 2, Screen.height - 40, 350, 25), "");
            GUI.Label(new Rect(((Screen.width - 350) / 2) + 10, Screen.height - 38, 350, 22), "You can rotate the die by dragging it with the mouse.");
            break;

        case MODE_ROLL:
            // display rolling message on bottom
            GUI.Box(new Rect((Screen.width - 520) / 2, Screen.height - 40, 520, 25), "");
            GUI.Label(new Rect(((Screen.width - 520) / 2) + 10, Screen.height - 38, 520, 22), "Click with the left (all die types) or right (gallery die) mouse button in the center to roll.");
            if (Dice.Count("") > 0)
            {
                // we have rolling dice so display rolling status
                GUI.Box(new Rect(10, Screen.height - 75, Screen.width - 20, 30), "");
                GUI.Label(new Rect(20, Screen.height - 70, Screen.width, 20), Dice.AsString(""));
            }

            break;
        }
    }