using System.Collections.Generic; using UnityEngine; using OHM.UnityToolkit; using UnityEngine.Serialization; public class SlotMachine : CoreBehaviour { public float TimeWaitBeforeMove; [SerializeField] [FormerlySerializedAs("prctWin")] private float _prctWin; [SerializeField] [FormerlySerializedAs("minMaxWin")] private Vector2 _minMaxWin; [SerializeField] [FormerlySerializedAs("minMaxLoose")] private Vector2 _minMaxLoose; [SerializeField] private GameObject visual; [SerializeField] [FormerlySerializedAs("visualWin")] private GameObject _visualWin; [SerializeField] [FormerlySerializedAs("visualLoose")] private GameObject _visualLoose; [SerializeField] [FormerlySerializedAs("listVisual")] private List _listVisual; [SerializeField] [FormerlySerializedAs("listVisualWin")] private List _listVisualWin; [SerializeField] [FormerlySerializedAs("listVisualLoose")] private List _listVisualLoose; [SerializeField] [FormerlySerializedAs("winFX")] private SFX _winFX; [SerializeField] private SFX LooseFX; private CoreController coreController; public bool isUse { get; private set; } private void Awake() { } private void OnDestroy() { } public bool UseSlotMachine(RichManagePlayer richManagePlayer) { return false; } private void DisableAllObject() { } public void OnRevive() { } }