I built a simple class:
class Die
{
//Vars
int number;
Random R = new Random();
//Buliding Command
public Die ()
{
number = R.Next(1, 7);
}
// Roll
public void Roll()
{
R = new Random();
number = R.Next(1,7);
}
// Get Number
public int GetNum()
{
return number;
}
}
But whenever I write 2 Dices, it gives the same value to both of them when rolling:
static void Main(string[] args)
{
Die Dice1 = new Die();
Die Dice2 = new Die();
while (Dice1.GetNum() != 6 && Dice2.GetNum() != 6)
{
Dice1.Roll();
Dice2.Roll();
Console.WriteLine("Dice 1: "+Dice1.GetNum()+" Dice 2: "+Dice2.GetNum());
}
Console.ReadKey();
}
What I get in return is that Dice1 and Dice2 is ALWAYS equal to each other after rolling:
Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 1 Dice 2: 1 Dice 1: 6 Dice 2: 6
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