-
Notifications
You must be signed in to change notification settings - Fork 1
/
GameDice.cs
286 lines (247 loc) · 5.55 KB
/
GameDice.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Defines the <see cref="GameDie" />
/// </summary>
public class GameDie : MonoBehaviour
{
#region Fields
/// <summary>
/// Defines the rigid
/// </summary>
public Rigidbody rigid;
/// <summary>
/// Defines the rollDirection
/// </summary>
public Vector3 rollDirection;
/// <summary>
/// Defines the rollSpeed
/// </summary>
public float rollSpeed;
/// <summary>
/// Defines the maxRollSpeed
/// </summary>
public float maxRollSpeed = 30;
/// <summary>
/// Defines the randomlyChangeDirectionEvery
/// </summary>
public float randomlyChangeDirectionEvery = 0f;
/// <summary>
/// Defines the facings
/// </summary>
public List<FacingData> facings = new List<FacingData>();
/// <summary>
/// Defines the trueUp
/// </summary>
public Vector3 trueUp;
/// <summary>
/// Defines the state
/// </summary>
public DieState state;
/// <summary>
/// Defines the renderer
/// </summary>
public new Renderer renderer;
/// <summary>
/// Defines the dieValue
/// </summary>
public int dieValue;
/// <summary>
/// Defines the lastChange
/// </summary>
private float lastChange = 0f;
#endregion
#region Enums
/// <summary>
/// Defines the DieState
/// </summary>
public enum DieState { /// <summary>
/// Defines the Idle
/// </summary>
Idle,
/// <summary>
/// Defines the Rolling
/// </summary>
Rolling,
/// <summary>
/// Defines the Thrown
/// </summary>
Thrown,
/// <summary>
/// Defines the Stopped
/// </summary>
Stopped}
#endregion
#region Methods
/// <summary>
/// The ChangeValue
/// </summary>
/// <param name="val">The val<see cref="int"/></param>
public void ChangeValue (int val)
{
for (int i = 0; i < facings.Count;i++)
{
if (facings[i].faceValue == val)
{
transform.up = new Vector3(-facings [i].direction.x, facings[i].direction.y, -facings[i].direction.z);
return;
}
}
}
/// <summary>
/// The ChangeValue
/// </summary>
/// <param name="val">The val<see cref="string"/></param>
public void ChangeValue (string val)
{
int i = 0;
if(int.TryParse(val, out i))
{
ChangeValue(i);
}
}
/// <summary>
/// The RandomizeRollDirection
/// </summary>
public void RandomizeRollDirection ()
{
for (int i = 0; i < 3; i ++)
{
rollDirection [i] = UnityEngine.Random.Range(0.5f, 1f);
int x = UnityEngine.Random.Range(0, 2);
if (x ==1)
{
rollDirection [i] *= -1f;
}
}
}
/// <summary>
/// The RandomValue
/// </summary>
public void RandomValue ()
{
int index = UnityEngine.Random.Range(0, facings.Count);
ChangeValue(facings [index].faceValue);
}
// Update is called once per frame
/// <summary>
/// The FixedUpdate
/// </summary>
private void FixedUpdate()
{
rigid.maxAngularVelocity = maxRollSpeed;
if (state == DieState.Rolling)
{
if (randomlyChangeDirectionEvery != 0f && lastChange + randomlyChangeDirectionEvery <= Time.time)
{
RandomizeRollDirection();
}
rigid.angularVelocity = rollDirection * rollSpeed;
}
else if (state == DieState.Thrown)
{
rigid.useGravity = true;
if (rigid.IsSleeping())
{
state = DieState.Stopped;
}
}
}
/// <summary>
/// The OnDrawGizmos
/// </summary>
private void OnDrawGizmos()
{
Gizmos.color = Color.red;
Gizmos.DrawLine(transform.position, transform.position + trueUp * 10f);
}
/// <summary>
/// The OnValidate
/// </summary>
private void OnValidate()
{
float max = -1f;
int match = 0;
for (int i = 0; i < facings.Count; i++)
{
float dotValue = Vector3.Dot(transform.rotation * facings [i].direction, Vector3.up);
//Debug.Log(dotValue);
if (max < dotValue)
{
max = dotValue;
//upSide = i + 1;
match = facings [i].faceValue;
//break;
}
}
dieValue = match;
}
/// <summary>
/// The Start
/// </summary>
private void Start()
{
renderer = GetComponent<Renderer>();
RandomizeRollDirection();
}
/// <summary>
/// The Update
/// </summary>
private void Update()
{
DetermineFaceValue();
}
/// <summary>
/// The DetermineFaceValue
/// </summary>
public void DetermineFaceValue()
{
float max = -1f;
int match = 0;
for (int i = 0; i < facings.Count; i++)
{
float dotValue = Vector3.Dot(transform.rotation * facings [i].direction, Vector3.up);
//Debug.Log(dotValue);
if (max < dotValue)
{
max = dotValue;
//upSide = i + 1;
match = facings [i].faceValue;
//break;
}
}
dieValue = match;
}
#endregion
/// <summary>
/// Defines the <see cref="FacingData" />
/// </summary>
[Serializable]
public struct FacingData
{
#region Fields
/// <summary>
/// Defines the faceValue
/// </summary>
public int faceValue;
/// <summary>
/// Defines the direction
/// </summary>
public Vector3 direction;
#endregion
}
public static int operator +(GameDie b, GameDie c)
{
return b.dieValue + c.dieValue;
}
public static int operator +(GameDie b, int i)
{
return b.dieValue + i;
}
public static int operator +(int i, GameDie b)
{
return i + b.dieValue;
}
}