98 lines
2.3 KiB
C#
98 lines
2.3 KiB
C#
using System.Collections;
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using UnityEngine;
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public class Dice : MonoBehaviour
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{
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private Rigidbody rb;
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private bool rolling;
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[SerializeField] private DiceSide[] diceSides;
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[SerializeField] private float sideValueTime = 1.2f;
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[Header("Physics Randomness")]
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[SerializeField] private float baseSpinForce = 900f;
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[SerializeField] private float sideForce = 0.18f;
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[SerializeField] private float liftForce = 0.1f;
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// private BoardController boardController;
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// public void Init(BoardController boardController)
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// {
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// this.boardController = boardController;
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// transform.localScale = Vector3.one * 0.05f;
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// transform.rotation = Random.rotation;
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// }
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void Awake()
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{
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rb = GetComponent<Rigidbody>();
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rb.useGravity = false;
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}
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public void Roll()
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{
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if (!rolling)
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StartCoroutine(RollRoutine());
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}
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IEnumerator RollRoutine()
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{
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rolling = true;
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// 🔥 MICRO DELAY → breaks physics sync between dice
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yield return new WaitForSeconds(Random.Range(0.01f, 0.06f));
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rb.useGravity = true;
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// 🔥 PER-DICE FORCE MULTIPLIER
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float spinMultiplier = Random.Range(0.8f, 1.25f);
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// 🔹 RANDOM TORQUE
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rb.AddTorque(
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Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
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Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
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Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
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ForceMode.Impulse
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);
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// 🔹 RANDOM SIDE FORCE
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Vector3 sideDir = new Vector3(
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Random.Range(-1f, 1f),
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0f,
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Random.Range(-1f, 1f)
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).normalized;
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rb.AddForce(sideDir * sideForce, ForceMode.Impulse);
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// 🔹 SMALL UPWARD FORCE
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rb.AddForce(Vector3.up * liftForce, ForceMode.Impulse);
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yield return new WaitForSeconds(sideValueTime);
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int value = GetDiceValue();
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// if (boardController != null)
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// boardController.OnDiceResult(value);
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// else
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// Debug.LogError("DiceSpawner NULL");
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rolling = false;
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}
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int GetDiceValue()
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{
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foreach (DiceSide side in diceSides)
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{
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if (side.OnGround())
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return side.sideValue;
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}
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return 1;
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}
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}
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