I am trying to call a method from the script Dice and after that method is executed the value of the variable diceValue will change. This is the value that I want to take and use in the method from the script Levizja.
Levizja.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Levizja : MonoBehaviour
{
public Transform[] lojtaret;
public GameObject zari;
private int numer = 0;
public Dice vleraEzarit;
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
GetComponent().AddForceAtPosition(new Vector3(Random.Range(0, 500), Random.Range(0, 500) * 10, Random.Range(0, 500)), new Vector3(0, 0, 0), ForceMode.Force);
Debug.Log("U hodh zari me numer: " + Dice.getValue());
}
}
}
Dice.cs
using System.Collections.Generic;
using UnityEngine;
public class Dice : MonoBehaviour
{
Rigidbody rb;
bool hasLanded, thrown;
Vector3 initPosition;
[SerializeField] private static int diceValue;
private static int numriLojtareve;
//public int diceValue;
public DiceSides[] diceSides;
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
Reset();
RollDice();
}
if (rb.IsSleeping() && !hasLanded && thrown)
{
hasLanded = true;
rb.useGravity = false;
rb.isKinematic = true;
SideValueCheck();
}
else if (rb.IsSleeping() && hasLanded && diceValue == 0)
RollAgain();
}
void SideValueCheck()
{
diceValue = 0;
foreach(DiceSides side in diceSides)
{
if (side.OnGround())
{
diceValue = side.getValue();
Debug.Log(diceValue + " has been rolled!");
}
}
}
public static int getValue()
{
return diceValue;
}
}
Some of the methods are not included just to address only the issue.
I want to execute the Update method in Dice.cs which will call SideValueCheck method. This way the variable diceValue will be updated. After that I want the Update method in Levizja.cs to execute this way the new value will be stored there. What happens is the first time I get the value 0 and the next run I get the last value that dice had. So if first time it landed 3 it shows 0. Next time it lands 2 it shows 3 and so on.
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