mirror of
https://github.com/boudji-ludwig-pett/cnam-geometry-dash.git
synced 2025-06-10 22:20:40 +02:00
feat: map editor (#56)
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127
Assets/Scripts/TestManager.cs
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127
Assets/Scripts/TestManager.cs
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using UnityEngine;
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public class TestManager : MonoBehaviour
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{
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[Header("References")]
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public IGameMode gameMode;
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public Player currentPlayer;
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public Transform spawnPoint;
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public GameObject editorUI;
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public PlayerCamera playerCamera;
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private bool isTesting = false;
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void Start()
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{
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if (spawnPoint == null)
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{
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GameObject spawn = new GameObject("AutoSpawnPoint");
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spawn.transform.position = new Vector3(-16, -3, 0f);
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spawnPoint = spawn.transform;
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}
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if (currentPlayer == null)
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{
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Debug.LogError("[TestManager] Aucun Player assigné !");
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}
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else
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{
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gameMode = new NormalGameMode();
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currentPlayer.ChangeGameMode(gameMode);
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currentPlayer.SpeedMultiplier = 0f;
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if (currentPlayer.SpriteRenderer != null)
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currentPlayer.SpriteRenderer.enabled = false;
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if (currentPlayer.Particle != null)
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currentPlayer.Particle.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear); // 🛑 Stop propre
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}
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if (playerCamera != null)
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{
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playerCamera.isPlaying = false;
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}
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}
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void Update()
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{
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if (isTesting && currentPlayer == null)
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{
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StopTest();
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}
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}
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public void StartOrStop()
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{
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if (isTesting)
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StopTest();
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else
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StartTest();
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}
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public void StartTest()
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{
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if (currentPlayer == null)
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{
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Debug.LogError("[TestManager] Player manquant pour lancer le test !");
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return;
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}
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if (editorUI != null)
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editorUI.SetActive(false);
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currentPlayer.transform.position = spawnPoint.position;
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currentPlayer.RigidBody.linearVelocity = Vector2.zero;
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currentPlayer.SpeedMultiplier = 1f;
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currentPlayer.SpriteRenderer.sprite = Resources.Load<Sprite>("Shapes/BaseSquare");
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currentPlayer.ChangeGameMode(gameMode);
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isTesting = true;
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if (playerCamera != null)
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{
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playerCamera.playerObject = currentPlayer.gameObject;
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playerCamera.isPlaying = true;
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}
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if (currentPlayer.SpriteRenderer != null)
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currentPlayer.SpriteRenderer.enabled = true;
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if (currentPlayer.Particle != null)
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currentPlayer.Particle.Play(); // ✅ Démarrer la particule
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Debug.Log("[TestManager] Test du niveau démarré !");
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}
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public void StopTest()
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{
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if (currentPlayer != null)
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{
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currentPlayer.transform.position = spawnPoint.position;
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currentPlayer.RigidBody.linearVelocity = Vector2.zero;
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currentPlayer.RigidBody.angularVelocity = 0f;
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currentPlayer.transform.rotation = Quaternion.identity;
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currentPlayer.SpriteRenderer.sprite = Resources.Load<Sprite>("Shapes/BaseSquare");
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currentPlayer.SpeedMultiplier = 0f;
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if (currentPlayer.Particle != null)
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currentPlayer.Particle.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear); // ✅ Arrêter proprement
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if (currentPlayer.SpriteRenderer != null)
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currentPlayer.SpriteRenderer.enabled = false;
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}
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if (editorUI != null)
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editorUI.SetActive(true);
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if (playerCamera != null)
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{
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playerCamera.isPlaying = false;
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playerCamera.transform.position = new Vector3(0f, 0f, -10f);
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}
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isTesting = false;
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Debug.Log("[TestManager] Test du niveau arrêté, joueur reset et caméra recentrée !");
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}
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}
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