I would like to istantiate multiple dices (you should be able to add and substract dices) and roll them.
For now I can roll a dice and get the readout in the console. My problem: I can't get multiple dice to work...
These are the scripts:
the dice controller:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DiceController : MonoBehaviour
{
public Dice dice;
public GameObject dicePre;
public int count = 1;
void Update()
{
GameObject[] dices = GameObject.FindGameObjectsWithTag("Dice");
if(count - 1 == dices.Length){
for (int i = 0; i < count; i++)
{
Instantiate(dicePre, new Vector3(i * 1.1F, 0, 0), Quaternion.identity);
}
}
else if(count -1 < dices.Length){
return;
}
}
public void Throw()
{
GameObject[] dices = GameObject.FindGameObjectsWithTag("Dice");
foreach(GameObject dic in dices){
dice = dic.GetComponent<Dice>();
dice.RollDice();
}
}
public void Plus(){ //add dice
count++;
}
public void Minus(){ //substract dice
count--;
}
}
the dice sides:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DiceSide : MonoBehaviour
{
bool onGround;
public int sideValue;
void OnTriggerStay(Collider col) {
if(col.tag == "ground"){
onGround = true;
}
}
void OnTriggerExit(Collider col) {
if(col.tag == "ground"){
onGround = false;
}
}
public bool OnGround(){
return onGround;
}
}
the main dice script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Dice : MonoBehaviour
{
Rigidbody rb;
bool hasLanded;
bool thrown;
Vector3 initPos;
public int diceValue;
public DiceSide[] diceSides;
private void Start(){
rb = GetComponent<Rigidbody>();
initPos = transform.position;
rb.useGravity = false;
}
private void Update(){
if(Input.GetKeyDown(KeyCode.T)){
RollDice();
}
if(rb.IsSleeping() && !hasLanded && thrown){
hasLanded = true;
rb.useGravity = false;
rb.isKinematic = true;
SideValueCheck();
}
else if(rb.IsSleeping() && hasLanded && diceValue == 0){
RollAgain();
}
}
public void RollDice(){
if(!thrown && !hasLanded){
thrown = true;
rb.useGravity = true;
rb.AddTorque(Random.Range(0,500), Random.Range(0,500), Random.Range(0,500));
}
else if(thrown && hasLanded){
Reset();
}
}
void Reset(){
transform.position = initPos;
thrown = false;
hasLanded = false;
rb.useGravity = false;
rb.isKinematic = false;
}
void RollAgain(){
Reset();
thrown = true;
rb.useGravity = true;
rb.AddTorque(Random.Range(0,500), Random.Range(0,500), Random.Range(0,500));
}
void SideValueCheck(){
diceValue = 0;
foreach(DiceSide side in diceSides){
if(side.OnGround()){
diceValue = side.sideValue;
Debug.Log("Eine " + diceValue + " wurde gewürfelt!");
}
}
}
}
How can I get this to work? also here you can download the unitypackage with everything i got right now: https://workupload.com/file/7brN4gTCeLu
First as said I would directly make the prefab field of type
public Dice dicePre;
then I would not use FindGameObjectsWithTag
all the time to get current instances.
I would rather keep track of them in a List
like eg
public class Dice : MonoBehaviour
{
// every instance will add itself to this list
private static List<Dice> instances = new List<Dice>();
// public read only access
public static ReadOnlyCollection<Dice> Instances => instances.AsReadOnly();
// Add yourself to the instances
private void Awake()
{
instances.Add(this);
}
// Remove yourself from the instances
private void OnDestroy()
{
instances.Remove(this);
}
}
So later you can simply use
foreach(var dice in Dice.Instances)
{
dice.RollDice();
}
Then currently you are checking
if(count - 1 == dices.Length)
and if so you instantiate count
dices.
So what if your dices is empty and your count is 3
? -> nothing would happen
Or what if you already have 2 dices but count is 3
-> you spawn 3
dices and end up with 5
!
You would need to actually check the difference between the dices amount and count
and either add or remove only the difference.
In order to fix this I would not do this in Update
but rather using a property like
[SerializeField] private int _count;
public int Count
{
get => _count;
set
{
// Count can not be negative
_count = Mathf.Max(0, value);
// Now do something with this new value
// check difference
var dif = Dice.Instances.Count - _count;
// if 0 -> nothing to do
if(dif == 0)
{
return;
}
// if smaller then 0 -> need more dices
if(dif < 0)
{
for(var i = dif; i < 0; i++)
{
Instantiate(dicePre, Vector3.right * Dice.Instances.Count, Quaternion.identity);
}
}
// dif bigger then 0 -> have to many dices
else
{
for(var i = 0; i < dif; i++)
{
DestroyImmediate(Dice.Instances[Dice.Instances.Count - 1]);
}
}
}
}
[ContextMenu(nameof(Plus))]
public void Plus()
{
Count++;
}
[ContextMenu(nameof(Minus))]
public void Minus()
{
Count--;
}
i do not know unity... so if this is off base with regards to that then i will gladly delete.
public class DiceController : MonoBehaviour
{
public List<Dice> dices;
void DiceController()
{
dices = new list<Dice>();
dices.add(new Dice); //ensure always have at least 1 on start
}
public void Plus()
{
dices.Add(new Dice);
}
//caller can decided, could be random which one get removed.
//assume they all equal
public void Minus(Dice dice){
dices.Remove(dice);
}
public void Throw()
{
foreach(Dice dice in dices){
dice.RollDice();
}
}
}
The technical post webpages of this site follow the CC BY-SA 4.0 protocol. If you need to reprint, please indicate the site URL or the original address.Any question please contact:yoyou2525@163.com.