Merge branch 'main' into feature/main-gameplay

This commit is contained in:
Ashby Issac 2026-01-28 21:01:49 +05:30
commit 5a90b0961c
50 changed files with 2802 additions and 153 deletions

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using System.Collections;
using UnityEngine;
public class Dice : MonoBehaviour, IBase, IBootLoader
{
private Rigidbody rb;
private bool rolling;
[SerializeField] private DiceSide[] diceSides;
[SerializeField] private float sideValueTime = 1.2f;
[Header("Physics Randomness")]
[SerializeField] private float baseSpinForce = 900f;
[SerializeField] private float sideForce = 0.18f;
[SerializeField] private float liftForce = 0.1f;
void Awake()
{
rb = GetComponent<Rigidbody>();
rb.useGravity = false;
}
public void Initialize()
{
InterfaceManager.Instance?.RegisterInterface<Dice>(this);
transform.localPosition = new Vector3(0, 20, 0);
}
public void Roll()
{
if (!rolling)
StartCoroutine(RollRoutine());
}
IEnumerator RollRoutine()
{
rolling = true;
// MICRO DELAY → breaks physics sync between dice
yield return new WaitForSeconds(Random.Range(0.01f, 0.06f));
rb.useGravity = true;
// PER-DICE FORCE MULTIPLIER
float spinMultiplier = Random.Range(0.8f, 1.25f);
// RANDOM TORQUE
rb.AddTorque(
Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
ForceMode.Impulse
);
// RANDOM SIDE FORCE
Vector3 sideDir = new Vector3(
Random.Range(-1f, 1f),
0f,
Random.Range(-1f, 1f)
).normalized;
rb.AddForce(sideDir * sideForce, ForceMode.Impulse);
// SMALL UPWARD FORCE
rb.AddForce(Vector3.up * liftForce, ForceMode.Impulse);
yield return new WaitForSeconds(sideValueTime);
int value = GetDiceValue();
//TODO: Use the dice value as needed
Debug.Log($"Dice rolled: {value}");
ResetDice();
}
int GetDiceValue()
{
foreach (DiceSide side in diceSides)
{
if (side.OnGround())
return side.sideValue;
}
return 1;
}
void ResetDice()
{
rb.useGravity = false;
rb.velocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
transform.localPosition = new Vector3(0, 20, 0);
rolling = false;
}
}

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using UnityEngine;
public class DiceFollowCamera : MonoBehaviour
{
[SerializeField] private Transform dice;
[SerializeField] private Vector3 offset = new Vector3(0f, 3f, -3f);
void LateUpdate()
{
if (!dice) return;
// Follow position only
transform.position = dice.position + offset;
// Lock rotation completely
transform.rotation = Quaternion.Euler(90f, 0f, 0f);
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DiceSide : MonoBehaviour
{
private bool onGround;
public int sideValue;
private void OnTriggerStay(Collider other)
{
if(other.tag == "Platform")
{
onGround = true;
}
}
private void OnTriggerExit(Collider other)
{
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{
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}
}
public bool OnGround()
{
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}
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View File

@ -1,9 +1,11 @@
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using System.Collections;
public class GameHUDS : ScreenBase
{
[SerializeField] private Button diceBtn;
[SerializeField] private Button pauseBtn;
[Header("Text")]
@ -15,11 +17,13 @@ public class GameHUDS : ScreenBase
private void OnEnable()
{
pauseBtn.onClick.AddListener(OnClick_pauseBtn);
diceBtn.onClick.AddListener(OnClick_diceBtn);
}
private void OnDisable()
{
pauseBtn.onClick.RemoveListener(OnClick_pauseBtn);
diceBtn.onClick.RemoveListener(OnClick_diceBtn);
}
private void OnClick_pauseBtn()
@ -33,5 +37,9 @@ public class GameHUDS : ScreenBase
Hide();
}
private void OnClick_diceBtn()
{
Dice dice = InterfaceManager.Instance?.GetInterfaceInstance<Dice>();
dice?.Roll();
}
}

View File

@ -3,12 +3,13 @@
--- !u!78 &1
TagManager:
serializedVersion: 2
tags: []
tags:
- Platform
layers:
- Default
- TransparentFX
- Ignore Raycast
-
- Dice
- Water
- UI
-