Unity Project

reference
https://cardgames.io/yahtzee/
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INSTALLATION FROM UNITY ASSET STORE
After you download and import this package from the Unity Asset Store, this product, containing the fully scripted and functional dice, will be automaticly installed.
INSTALLATION AFTER DOWNLOAD FROM WWW.WYRMTALE.COM WEBSITE
After you have downloaded the component archive file (Dices-Light.rar) you will find a Dices-Light.unitypackage when you extract the files from the archive.
To install this package :
- create an empty Unity Project.
- select [Menu] Assets->Import Package
- select the extracted Dices-Light.unitypackage and import all assets.
After importing is complete, you will be ready to go.
----------------
!!IMPORTANT!! - Set you project gravity to [-60] for the best rolling physics simulation behaviour
[Menu] Edit->Project Settings->Physics
USAGE
Under [Project] Dice->Resources->Prefabs , you will find the full scripted and textured dice prefabs that you
can use in your project. The prefabs already have collider and rigid body components.
If you would want to change physics behaviour you could alter the physics material that all dice use. This physics material can be found at [Project] Dice->Materials->general = 'dice-material'
Each prefab has a Class Die (subclassed) script that contains a 'value' attribute that displays the 'side-up' value at all times.
Under [Project] Dice->Plugins, you find a Dice.cs script file that holds some static 'helper' methods that you can use to roll dice and calculate or display the values.
Under [Project] Dice->Scenes->Demo you will find the demo scene that makes use of the static helper functions.
All c# code in this project has 'inline' code documentation.
----------------
If you have any questions regarding this product send us an email at
support@wyrmtale.com
Thanks for you interest in our components
The WyrmTale Team.

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/**
* Copyright (c) 2010-2015, WyrmTale Games and Game Components
* All rights reserved.
* http://www.wyrmtale.com
*
* THIS SOFTWARE IS PROVIDED BY WYRMTALE GAMES AND GAME COMPONENTS 'AS IS' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL WYRMTALE GAMES AND GAME COMPONENTS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using UnityEngine;
using System.Collections;
/// <summary>
/// This dice dupporting class has some 'static' methods to help you throwning dice
/// and getting the rolling dice count, value or rolling state (asString)
/// </summary>
public class Dice : MonoBehaviour {
//------------------------------------------------------------------------------------------------------------------------------
// public attributes
//------------------------------------------------------------------------------------------------------------------------------
// constants for checking mouse button input
public const int MOUSE_LEFT_BUTTON = 0;
public const int MOUSE_RIGHT_BUTTON = 1;
public const int MOUSE_MIDDLE_BUTTON = 2;
// rollSpeed determines how many seconds pass between rolling the single dice
public float rollSpeed = 0.25F;
// rolling = true when there are dice still rolling, rolling is checked using rigidBody.velocity and rigidBody.angularVelocity
public static bool rolling = true;
//------------------------------------------------------------------------------------------------------------------------------
// protected and private attributes
//------------------------------------------------------------------------------------------------------------------------------
// keep rolling time to determine when dice to be rolled, have to be instantiated
protected float rollTime = 0;
// material cache
private static ArrayList matNames = new ArrayList();
private static ArrayList materials = new ArrayList();
// reference to the dice that have to be rolled
private static ArrayList rollQueue = new ArrayList();
// reference to all dice, created by Dice.Roll
private static ArrayList allDice = new ArrayList();
// reference to the dice that are rolling
private static ArrayList rollingDice = new ArrayList();
//------------------------------------------------------------------------------------------------------------------------------
// public methods
//------------------------------------------------------------------------------------------------------------------------------
/// <summary>
/// This method will create/instance a prefab at a specific position with a specific rotation and a specific scale and assign a material
/// </summary>
public static GameObject prefab(string name, Vector3 position, Vector3 rotation, Vector3 scale, string mat)
{
// load the prefab from Resources
Object pf = Resources.Load("Prefabs/" + name);
if (pf!=null)
{
// the prefab was found so create an instance for it.
GameObject inst = (GameObject) GameObject.Instantiate( pf , Vector3.zero, Quaternion.identity);
if (inst!=null)
{
// the instance could be created so set material, position, rotation and scale.
if (mat!="") inst.GetComponent<Renderer>().material = material(mat);
inst.transform.position = position;
inst.transform.Rotate(rotation);
inst.transform.localScale = scale;
// return the created instance (GameObject)
return inst;
}
}
else
Debug.Log("Prefab "+name+" not found!");
return null;
}
/// <summary>
/// This method will perform a quick lookup for a 'cached' material. If not found, the material will be loaded from the Resources
/// </summary>
public static Material material(string matName)
{
Material mat = null;
// check if material is cached
int idx = matNames.IndexOf(matName);
if (idx<0)
{
// not cached so load it from Resources
string[] a = matName.Split('-');
if (a.Length>1)
{
a[0] = a[0].ToLower();
if (a[0].IndexOf("d")==0)
mat = (Material) Resources.Load("Materials/"+a[0]+"/"+matName);
}
if (mat==null) mat = (Material) Resources.Load("Materials/"+matName);
if (mat!=null)
{
// add material to cache
matNames.Add(matName);
materials.Add(mat);
}
}
else
mat = (Material) materials[idx];
// return material - null if not found
return mat;
}
/// <summary>
/// Log a text to the console
/// </summary>
public static void debug(string txt)
{
Debug.Log(txt);
}
/// <summary>
/// Roll one or more dice with a specific material from a spawnPoint and give it a specific force.
/// format dice : ({count}){die type} , exmpl. d6, 4d4, 12d8 , 1d20
/// possible die types : d4, d6, d8 , d10, d12, d20
/// </summary>
public static void Roll(string dice, string mat, Vector3 spawnPoint, Vector3 force)
{
rolling = true;
// sotring dice to lowercase for comparing purposes
dice = dice.ToLower();
int count = 1;
string dieType = "d6";
// 'd' must be present for a valid 'dice' specification
int p = dice.IndexOf("d");
if (p>=0)
{
// check if dice starts with d, if true a single die is rolled.
// dice must have a count because dice does not start with 'd'
if (p>0)
{
// extract count
string[] a = dice.Split('d');
count = System.Convert.ToInt32(a[0]);
// get die type
if (a.Length>1)
dieType = "d"+a[1];
else
dieType = "d6";
}
else
dieType = dice;
// instantiate the dice
for (int d=0; d<count; d++)
{
// randomize spawnPoint variation
spawnPoint.x = spawnPoint.x - 1 + Random.value * 2;
spawnPoint.y = spawnPoint.y - 1 + Random.value * 2;
spawnPoint.y = spawnPoint.y - 1 + Random.value * 2;
// create the die prefab/gameObject
GameObject die = prefab(dieType, spawnPoint, Vector3.zero, Vector3.one, mat);
// give it a random rotation
die.transform.Rotate(new Vector3(Random.value * 360, Random.value * 360, Random.value * 360));
// inactivate this gameObject because activating it will be handeled using the rollQueue and at the apropriate time
die.active = false;
// create RollingDie class that will hold things like spawnpoint and force, to be used when activating the die at a later stage
RollingDie rDie = new RollingDie(die, dieType, mat, spawnPoint, force);
// add RollingDie to allDices
allDice.Add(rDie);
// add RollingDie to the rolling queue
rollQueue.Add(rDie);
}
}
}
/// <summary>
/// Get value of all ( dieType = "" ) dice or dieType specific dice.
/// </summary>
public static int Value(string dieType)
{
int v = 0;
// loop all dice
for (int d = 0; d < allDice.Count; d++)
{
RollingDie rDie = (RollingDie) allDice[d];
// check the type
if (rDie.name == dieType || dieType == "")
v += rDie.die.value;
}
return v;
}
/// <summary>
/// Get number of all ( dieType = "" ) dice or dieType specific dice.
/// </summary>
public static int Count(string dieType)
{
int v = 0;
// loop all dice
for (int d = 0; d < allDice.Count; d++)
{
RollingDie rDie = (RollingDie)allDice[d];
// check the type
if (rDie.name == dieType || dieType == "")
v++;
}
return v;
}
/// <summary>
/// Get rolling status of all ( dieType = "" ) dice or dieType specific dice.
/// </summary>
public static string AsString(string dieType)
{
// count the dice
string v = ""+Count(dieType);
if (dieType == "")
v += " dice | ";
else
v += dieType + " : ";
if (dieType == "")
{
// no dieType specified to cumulate values per dieType ( if they are available )
if (Count("d6") > 0) v += AsString("d6") + " | ";
if (Count("d10") > 0) v += AsString("d10") + " | ";
}
else
{
// assemble status of specific dieType
bool hasValue = false;
for (int d = 0; d < allDice.Count; d++)
{
RollingDie rDie = (RollingDie)allDice[d];
// check type
if (rDie.name == dieType || dieType == "")
{
if (hasValue) v += " + ";
// if the value of the die is 0 , no value could be determined
// this could be because the die is rolling or is in a invalid position
v += "" + ((rDie.die.value == 0) ? "?" : "" + rDie.die.value);
hasValue = true;
}
}
v += " = " + Value(dieType);
}
return v;
}
/// <summary>
/// Clears all currently rolling dice
/// </summary>
public static void Clear()
{
for (int d=0; d<allDice.Count; d++)
GameObject.Destroy(((RollingDie)allDice[d]).gameObject);
allDice.Clear();
rollingDice.Clear();
rollQueue.Clear();
rolling = false;
}
/// <summary>
/// Update is called once per frame
/// </summary>
void Update()
{
if (rolling)
{
// there are dice rolling so increment rolling time
rollTime += Time.deltaTime;
// check rollTime against rollSpeed to determine if a die should be activated ( if one available in the rolling queue )
if (rollQueue.Count > 0 && rollTime > rollSpeed)
{
// get die from rolling queue
RollingDie rDie = (RollingDie)rollQueue[0];
GameObject die = rDie.gameObject;
// activate the gameObject
die.active = true;
// apply the force impuls
die.GetComponent<Rigidbody>().AddForce((Vector3) rDie.force, ForceMode.Impulse);
// apply a random torque
die.GetComponent<Rigidbody>().AddTorque(new Vector3(-50 * Random.value * die.transform.localScale.magnitude, -50 * Random.value * die.transform.localScale.magnitude, -50 * Random.value * die.transform.localScale.magnitude), ForceMode.Impulse);
// add die to rollingDice
rollingDice.Add(rDie);
// remove the die from the queue
rollQueue.RemoveAt(0);
// reset rollTime so we can check when the next die has to be rolled
rollTime = 0;
}
else
if (rollQueue.Count == 0)
{
// roll queue is empty so if no dice are rolling we can set the rolling attribute to false
if (!IsRolling())
rolling = false;
}
}
}
/// <summary>
/// Check if there all dice have stopped rolling
/// </summary>
private bool IsRolling()
{
int d = 0;
// loop rollingDice
while (d < rollingDice.Count)
{
// if rolling die no longer rolling , remove it from rollingDice
RollingDie rDie = (RollingDie)rollingDice[d];
if (!rDie.rolling)
rollingDice.Remove(rDie);
else
d++;
}
// return false if we have no rolling dice
return (rollingDice.Count > 0);
}
}
/// <summary>
/// Supporting rolling die class to keep die information
/// </summary>
class RollingDie
{
public GameObject gameObject; // associated gameObject
public Die die; // associated Die (value calculation) script
public string name = ""; // dieType
public string mat; // die material (asString)
public Vector3 spawnPoint; // die spawnPoiunt
public Vector3 force; // die initial force impuls
// rolling attribute specifies if this die is still rolling
public bool rolling
{
get
{
return die.rolling;
}
}
public int value
{
get
{
return die.value;
}
}
// constructor
public RollingDie(GameObject gameObject, string name, string mat, Vector3 spawnPoint, Vector3 force)
{
this.gameObject = gameObject;
this.name = name;
this.mat = mat;
this.spawnPoint = spawnPoint;
this.force = force;
// get Die script of current gameObject
die = (Die)gameObject.GetComponent(typeof(Die));
}
// ReRoll this specific die
public void ReRoll()
{
if (name != "")
{
GameObject.Destroy(gameObject);
Dice.Roll(name, mat, spawnPoint, force);
}
}
}

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/**
* Copyright (c) 2010-2015, WyrmTale Games and Game Components
* All rights reserved.
* http://www.wyrmtale.com
*
* THIS SOFTWARE IS PROVIDED BY WYRMTALE GAMES AND GAME COMPONENTS 'AS IS' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL WYRMTALE GAMES AND GAME COMPONENTS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using UnityEngine;
using System.Collections;
/// <summary>
/// Die base class to determine if a die is rolling and to calculate it's current value
/// </summary>
public class Die : MonoBehaviour {
//------------------------------------------------------------------------------------------------------------------------------
// public attributes
//------------------------------------------------------------------------------------------------------------------------------
// current value, 0 is undetermined (die is rolling) or invalid.
public int value = 0;
//------------------------------------------------------------------------------------------------------------------------------
// protected and private attributes
//------------------------------------------------------------------------------------------------------------------------------
// normalized (hit)vector from die center to upper side in local space is used to determine what side of a specific die is up/down = value
protected Vector3 localHitNormalized;
// hitVector check margin
protected float validMargin = 0.45F;
// true is die is still rolling
public bool rolling
{
get
{
return !(GetComponent<Rigidbody>().velocity.sqrMagnitude < .1F && GetComponent<Rigidbody>().angularVelocity.sqrMagnitude < .1F);
}
}
// calculate the normalized hit vector and should always return true
protected bool localHit
{
get
{
// create a Ray from straight above this Die , moving downwards
Ray ray = new Ray(transform.position + (new Vector3(0, 2, 0) * transform.localScale.magnitude), Vector3.up * -1);
RaycastHit hit = new RaycastHit();
// cast the ray and validate it against this die's collider
if (GetComponent<Collider>().Raycast(ray, out hit, 3 * transform.localScale.magnitude))
{
// we got a hit so we determine the local normalized vector from the die center to the face that was hit.
// because we are using local space, each die side will have its own local hit vector coordinates that will always be the same.
localHitNormalized = transform.InverseTransformPoint(hit.point.x, hit.point.y, hit.point.z).normalized;
return true;
}
// in theory we should not get at this position!
return false;
}
}
// calculate this die's value
void GetValue()
{
// value = 0 -> undetermined or invalid
value = 0;
float delta = 1;
// start with side 1 going up.
int side = 1;
Vector3 testHitVector;
// check all sides of this die, the side that has a valid hitVector and smallest x,y,z delta (if more sides are valid) will be the closest and this die's value
do
{
// get testHitVector from current side, HitVector is a overriden method in the dieType specific Die subclass
// eacht dieType subclass will expose all hitVectors for its sides,
testHitVector = HitVector(side);
if (testHitVector != Vector3.zero)
{
// this side has a hitVector so validate the x,y and z value against the local normalized hitVector using the margin.
if (valid(localHitNormalized.x, testHitVector.x) &&
valid(localHitNormalized.y, testHitVector.y) &&
valid(localHitNormalized.z, testHitVector.z))
{
// this side is valid within the margin, check the x,y, and z delta to see if we can set this side as this die's value
// if more than one side is within the margin (especially with d10, d12, d20 ) we have to use the closest as the right side
float nDelta = Mathf.Abs(localHitNormalized.x - testHitVector.x) + Mathf.Abs(localHitNormalized.y - testHitVector.y) + Mathf.Abs(localHitNormalized.z - testHitVector.z);
if (nDelta < delta)
{
value = side;
delta = nDelta;
}
}
}
// increment side
side++;
// if we got a Vector.zero as the testHitVector we have checked all sides of this die
} while (testHitVector != Vector3.zero);
}
void Update()
{
// determine the value is the die is not rolling
if (!rolling && localHit)
GetValue();
}
// validate a test value against a value within a specific margin.
protected bool valid(float t, float v)
{
if (t > (v - validMargin) && t < (v + validMargin))
return true;
else
return false;
}
// virtual method that to get a die side hitVector.
// this has to be overridden in the dieType specific subclass
protected virtual Vector3 HitVector(int side)
{
return Vector3.zero;
}
}

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