dice selection working

This commit is contained in:
2022-11-02 12:52:21 +01:00
parent 3157ae5040
commit 73ee069e8b
5 changed files with 428 additions and 137 deletions

View File

@@ -1,8 +1,5 @@
using System.Collections;
using Unity.VisualScripting;
using UnityEngine;
using System.Threading.Tasks;
using System.Threading;
public class Dice : MonoBehaviour {
@@ -11,70 +8,47 @@ public class Dice : MonoBehaviour {
public SpriteRenderer hely1;
public SpriteRenderer hely2;
public int[] diceResult = new int[2];
private int[] diceResult = { 0, 0 };
public int valasztottErtek; //a jatekos altal valasztott dobott ertek helye
private void Start() {
//renderer = go.GetComponent<SpriteRenderer>();
private bool locked = false; //ne lehessen ujra kivalasztani a masikat ha mar tortent egy valasztas
public void ertekValasztas(GameObject gomb) {
if (diceResult[0] != 0 && diceResult[1] != 0 && !locked) { //megnezzuk hogy lett e mar dobva es nem valasztott meg a jatekos
if (gomb.name == "dice1btn") {
valasztottErtek = diceResult[0];
locked = true;
}else if (gomb.name == "dice2btn") {
valasztottErtek = diceResult[1];
locked = true;
}
}
Debug.Log("valasztott ertek: " + valasztottErtek + "locked status: " + locked);
}
// Ha rákattintassz meghívja a RollTheDice-ot
/*public void OnMouseDown()
{
StartCoroutine("RollTheDice");
}*/
// A RollTheDice
/*private IEnumerator RollTheDice()
{
int randomDiceSide = 0;
int finalSide = 0;
public int[] getDices() { return diceResult; }
for (int i = 0; i < 20; i++)
{
randomDiceSide = Random.Range(0, 5);
private int RollDice(SpriteRenderer renderer) {
int randomDiceSide = Random.Range(0, 5);
int finalSide = randomDiceSide + 1;
rend.sprite = diceSides[Random.Range(0, 5)];
rend.size = new Vector2(38, 38);
yield return new WaitForSeconds(0.05f);
}
finalSide = randomDiceSide + 1;
Debug.Log(finalSide);
}*/
public int RollDice(SpriteRenderer renderer) {
int randomDiceSide = 0;
int finalSide = 0;
for (int i = 0; i < 20; i++) {
randomDiceSide = Random.Range(0, 5);
renderer.sprite = diceSides[Random.Range(0, 5)];
renderer.size = new Vector2(38, 38);
//yield return new WaitForSeconds(0.05f);
Thread.Sleep(500);
}
finalSide = randomDiceSide + 1;
Debug.Log(finalSide);
return finalSide;
}
public void renderDice(GameObject go) {
public void renderDice() {
do {
diceResult[0] = RollDice(hely1);
diceResult[1] = RollDice(hely2);
} while (diceResult[0] == diceResult[1]);
hely1.sprite = diceSides[diceResult[0]];
hely1.sprite = diceSides[diceResult[0]-1];
hely1.size = new Vector2(38, 38);
hely2.sprite = diceSides[diceResult[0]];
hely2.sprite = diceSides[diceResult[1]-1];
hely2.size = new Vector2(38, 38);
}
}