A dice problem

Greetings Everyone
Hope everything is going well with all of you d(^^)

Here’s my problem:

I’m doing a monopoly game and I have 2 dices that are giving value (1 - 12).
Everything is working, even the turns, but the problem is, if the value of the dices is equal to the previous one, it stops working =/

ex:
the first turn this where the values
dice1 = 3
dice2 = 5

The dice gives a value to the GameController, and in the Script GameController it just sum’s the two dices value and gives order to the Player to move.

now if you role the dices on the next turn and the dices value are the same as the previous turn, the game just doesn’t do anything, it stops =(
What can i do to correct this?

here’s the code one the dices (i have 2 dices, so i created 2 scripts)

dice1:
public var faceValue = 0; // guardará o numero da face mostrado do dado 1

private var dieValueComponent1; // cache do 1º dieValueComponent

private var tempo= 0.0; //tempo de inicio

private var tempoTotal = 1.5; // tempo total



// estas variáveis só servem para irem procurar um valor ao GameController que irá dar a "ordem" para iniciarem a contagem;

private var ijogo : GameObject;

private var jogo;





function start ()

{

	dieGameObject = GameObject.Find("Dado"); // aqui será guardado o 1º dado como gameobject

	dieValueComponent = dieGameObject.GetComponent("DieValue");//aqui será chamado o script DieValue

	

	ijogo = GameObject.Find("MasterController");

	jogo = ijogo.GetComponent("GameController");

	//Debug.Log(jogo);

}



//aqui será chamado quando os colidders se encontrarem pela primeira vez

function OnTriggerEnter( other : Collider ) {

	//ter a certeza que o totalTimeTriggered é zero

	tempo = 0.0;



	//Debug.Log(faceValue);

	//Debug.Log(faceValue + "entered" + other.name);

}



//é chamado quando os colliders estão em contacto



function OnTriggerStay(other:Collider){

	ijogo = GameObject.Find("MasterController");

	jogo = ijogo.GetComponent("GameController");

	if(jogo.pJogar == true)

	{//add to total time

	

		tempo += Time.deltaTime;

		//Debug.Log(tempo);

	

		if(tempo > tempoTotal) // Dado está parado

		{

			dieGameObject = GameObject.Find("Dado");

			dieValueComponent = dieGameObject.GetComponent("DieValue");

			dieValueComponent.currentValue = faceValue;

		}

	}

}



//called when colliders leaves

function OnTriggerExist (other:Collider)

{

	dieGameObject = GameObject.Find("Dado");

	dieValueComponent = dieGameObject.GetComponent("DieValue");

	//limpar o total time

	totalTimerTriggered = 0.0;

	dieValueComponent.currentValue = 0;

}

the same code is apply for the second dice, with a small change.

I thank you all in advance for helping me on this.
Have a rest of a good day and thank you again for helping me =)

p.s: sorry for my English, I’m Portuguese =P

I just Found out what was the problem,
When the turn Finish, i just said that the sum of the dices where 0, that way he was always getting a new value ^^"

hi . im getting a problem with dice value while implementing double dice . its trigger gets fired twice .
well what i have done is

 1.create a duplicate of dice 
 2. assigned same scripts with different name.
 3. Sum the both values.