// roll all unlocked dice public void rollDice() { print("rollDice()"); currentRoll++; currentScore = selectedScore + currentScore; selectedScore = 0; currentController.setRollScore(); currentController.setCurrentScore(); int countFree = 0; for (int i = 0; i < diceArray.Length; i++) { if (lockedArray [i] == 1) { lockedArray [i] = 2; } else if (lockedArray [i] == 0) { countFree++; } } rollScore = 0; // turnScoreCurrent = turnScoreTemp; // showScore(); clearScoreArray(); for (int i = 0; i < diceArray.Length; i++) { if (countFree == 0) { lockedArray [i] = 0; } if (lockedArray [i] == 0) { int rollInt = Random.Range(1, 7); diceArray [i] = rollInt; } } diceController.moveAllDice(); diceController.showDice(); if (checkNoScore()) { noScore(); } else { displayMessage("Click the scoring dice you want to lock. Click them again to unlock if you change your mind."); } hideRoll(); hideBank(); }