Implemented dice rolling.

This commit is contained in:
Max Dodd 2025-01-19 18:59:50 +01:00
parent 4bd34a1335
commit 2b08dc425f
15 changed files with 1419 additions and 4 deletions

View file

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using System;
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
using static TagsAndLayers;
using Random = Unity.Mathematics.Random;
public class DiceRoller: MonoBehaviour
{
private const int NUMBER_OF_WHITE_DICE = 4;
private const int NUMBER_OF_BLACK_DICE = 1;
private List<int> _rolledWhiteDice = new List<int>();
private List<int> _rolledBlackDice = new List<int>();
private System.Random _randomGen = new System.Random();
public GameObject dice;
public void RollDice() {
for (int i = 0; i < NUMBER_OF_WHITE_DICE; i++)
{
_rolledWhiteDice.Add(_randomGen.Next(1,6));
}
for (int i = 0; i < NUMBER_OF_BLACK_DICE; i++)
{
_rolledBlackDice.Add(_randomGen.Next(1,6));
}
UpdateGUI();
}
private void UpdateGUI() {
// Get dice object from the game objects with the right tag.
Die[] whiteDice = Helper.GetTaggedChildren(dice, WHITE_DIE_TAG).Select(die => die.GetComponent<Die>())
.ToArray();
Die[] blackDice = Helper.GetTaggedChildren(dice, BLACK_DIE_TAG).Select(die => die.GetComponent<Die>())
.ToArray();
// Set the result of the dice object with the randomly generated number
for (int i = 0; i < NUMBER_OF_WHITE_DICE; i++)
{
whiteDice[i].SetResult(_rolledWhiteDice[i]);
}
for (int i = 0; i < NUMBER_OF_BLACK_DICE; i++)
{
blackDice[i].SetResult(_rolledBlackDice[i]);
}
}
}