| ▼ Core | |
| DieAreaFinder.cs | The DieAreaFinder class is a helper script used internally by the DieSidesEditor class to process all triangles in a model to deduct how many sides a model has and what the normals of those sides are |
| DieSide.cs | The DieSide class represents all there is to know about a single DieSide: |
| DieSideMatchInfo.cs | DieSideMatchInfo is returned by the DieSides component, describing which DieSide most closely matches the current state of the transform the DieSides component is attached to |
| DieSides.cs | DieSides stores a collection of DieSide instances and can tell which DieSide is currently the closest match (based on side normals and transform rotation) and whether that match is exact |
| ▼ Die | |
| ▼ Physics | |
| PhysicsDie.cs | This Die subclass allows you to physically throw a Die |
| PhysicsDieAvoider.cs | This is a utility script to use in combination with a PhysicsDieController, to make sure dice avoid each other and any other GameObject that has this component, it has no use on its own |
| ARollable.cs | ARollable is the abstract base class for anything rollable, eg Die or DieCollection |
| Die.cs | This Die class subclasses ARollable to provide an abstract base for a single Die |
| DieDebugEventListener.cs | Simple debug class that prints information about status and the events thrown by a Die |
| DieDebugUI.cs | Shows debug information for a Die on a small worldcanvas |
| DieResult.cs | Represents the result for a single Die roll |
| IRollResult.cs | A generic interface for roll results, no matter whether you are rolling a single die or a collection of dice |
| MouseClickDieRoller.cs | An example of how we could trigger the rolling of a die by using a mouse |
| NullResult.cs | Represents a zero result, used for disabled dice, to avoid exceptions |
| RightClickCameraDieZoomer.cs | Sample script to demonstrate how we can zoom in on the result of a single Die |
| ▼ DieCollection | |
| DieCollection.cs | DieCollection is a component to which you can add other ARollable instances, allowing you to track events and results for a group |
| DieCollectionDebugEventListener.cs | A debug class that can be used to print info about what a DieCollection is doing |
| DieCollectionDebugUI.cs | Implements a DieCollectionDebugUI for a maximum of 9 dice, to show some information about the state of those dice (rollables to be more precise), their current value, etc |
| DieCollectionResult.cs | DieCollectionResult represents the totals and status for a whole collection of dice (rollables to be more exact), adding the results of all items in the collection together |
| KeyPressCollectionRoller.cs | A class that allows you to trigger the main methods on a DieCollection through key presses |
| ▼ Editor | |
| DiceCreatorLogoRenderer.cs | Helper class to show a small DieCreator / IDS Logo |
| DieSidesEditor.cs | The DieSidesEditor provides the editor for the DieSides component, which allows you to fill the DieSides component with all the required DieSides instances based on data provided by the DieAreaFinder class |
| MaterialSetRebuilder.cs | MaterialSetRebuilder is a utility script to rebuild all MaterialSets including the final MaterialSetCollection from all material folders in the Dice Creator Package |
| NoteEditor.cs | |
| PathConstants.cs | Some paths referenced in this asset, all located in one place |
| PhysicsDieEditor.cs | Simple editor that checks whether the component that the PhysicsDie is attached to has a physics material set, and if not, sets the default DiePhysicsMaterial.physicMaterial |
| SideUtility.cs | SideUtility is a simple editor window that allows you to attach a specific prefab to each and every side of a die |
| ▼ Materials | |
| MaterialManagerUI.cs | UI that lets you change the material for the given DieCollection to the material from a selected materialset |
| MaterialSet.cs | Describes a set of materials |
| MaterialSetCollection.cs | Combines a bunch of MaterialSets into a collection that we can use to switch materials at editor or runtime |
| MaterialSetUtility.cs | Utility class to match GameObjects with materials from a given MaterialSet |
| ▼ SideUtility | |
| DieSideAwareSpritePrefab.cs | Example implementation of IDieSideAware to handle attached sprites to a prefab |
| DieSideAwareTextDie.cs | Example implementation of IDieSideAware to handle textfields attached to a prefab |
| IDieSideAware.cs | Describes an interface for instances of prefabs that have been attached to a Die through the DieSideUtility (which is an addon utility instead of using materials to represent die faces) |
| ▼ Util | |
| ActivationUtility.cs | A simple utility class to toggle gameobjects on/off based on key presses for the demo scene |
| GroundUtility.cs | Utility class to floor an item |
| Note.cs | |
| RollableAudio.cs | Scaffold for an audio script that you can add to any rollable |
| StringUtility.cs | Simple string utility to concatenate IEnumerable<int>'s (eg List<int>, int []) to a comma separated string |