fix: map editor design (#61)

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M VINCENT PETT 2025-05-15 07:13:26 +02:00 committed by GitHub
parent bde6ea3a43
commit 3fe6a2998c
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GPG Key ID: B5690EEEBB952194
3 changed files with 307 additions and 293 deletions

View File

@ -87,6 +87,7 @@ public class NormalGameMode : IGameMode
{
player.IsColliding = true;
Debug.Log(collision.gameObject.tag.ToString());
if (collision.gameObject.CompareTag("Kill"))
{
SceneManager.LoadScene(SceneManager.GetActiveScene().name);

View File

@ -8,7 +8,7 @@ public class LevelEditor : MonoBehaviour
[Header("Placement")]
private GameObject currentBlock;
private bool isPlacingBlock = false;
private Vector3 currentScale = new Vector3(1f, 1f, 1);
private Vector3 currentScale = Vector3.one;
private float scaleStep = 0.1f;
[Header("UI")]
@ -28,9 +28,12 @@ public class LevelEditor : MonoBehaviour
private enum ResizeAxis { None, Horizontal, Vertical }
private ResizeAxis currentResizeAxis = ResizeAxis.None;
private Transform persistentBlockContainer;
void Start()
{
persistentBlockContainer = new GameObject("PlacedBlocks").transform;
DontDestroyOnLoad(persistentBlockContainer.gameObject);
LoadPrefabs();
GenerateButtons();
}
@ -52,83 +55,70 @@ public class LevelEditor : MonoBehaviour
void LoadPrefabs()
{
blockPrefabs.AddRange(Resources.LoadAll<GameObject>("Prefabs"));
var all = Resources.LoadAll<GameObject>("Prefabs");
blockPrefabs.Clear();
foreach (var prefab in all)
{
var name = prefab.name.ToLower();
if (name == "ground" || name == "winnerwall") continue;
blockPrefabs.Add(prefab);
}
}
void GenerateButtons()
{
ClearCurrentButtons();
if (blockGroupContainer == null || buttonPrefabTemplate == null)
{
Debug.LogError("UI Container ou prefab de bouton manquant.");
Debug.LogError("UI Container ou prefab manquant.");
return;
}
int start = currentPage * buttonsPerPage;
int end = Mathf.Min(start + buttonsPerPage, blockPrefabs.Count);
for (int i = start; i < end; i++)
{
GameObject button = Instantiate(buttonPrefabTemplate, blockGroupContainer);
button.SetActive(true);
SetupButtonVisual(button.transform, blockPrefabs[i], i - start);
GameObject prefab = blockPrefabs[i];
button.GetComponent<Button>().onClick.AddListener(() => SelectPrefab(prefab));
currentButtons.Add(button);
var btn = Instantiate(buttonPrefabTemplate, blockGroupContainer);
btn.SetActive(true);
SetupButtonVisual(btn.transform, blockPrefabs[i], i - start);
var prefab = blockPrefabs[i];
btn.GetComponent<Button>().onClick.AddListener(() => SelectPrefab(prefab));
currentButtons.Add(btn);
}
}
void SetupButtonVisual(Transform buttonTransform, GameObject prefab, int index)
void SetupButtonVisual(Transform t, GameObject prefab, int idx)
{
Transform canvas = buttonTransform.Find("Canvas");
Transform bg = canvas?.Find("BlankSquare");
Transform icon = canvas?.Find("PrefabIcon");
if (bg == null || icon == null)
{
Destroy(buttonTransform.gameObject);
return;
}
float xOffset = -375f + index * 125f;
bg.GetComponent<RectTransform>().anchoredPosition = new Vector2(xOffset, bg.GetComponent<RectTransform>().anchoredPosition.y);
icon.GetComponent<RectTransform>().anchoredPosition = new Vector2(xOffset, icon.GetComponent<RectTransform>().anchoredPosition.y);
var canvas = t.Find("Canvas");
var bg = canvas?.Find("BlankSquare");
var icon = canvas?.Find("PrefabIcon");
if (bg == null || icon == null) { Destroy(t.gameObject); return; }
float xOff = -375f + idx * 125f;
var bgRt = bg.GetComponent<RectTransform>();
var icRt = icon.GetComponent<RectTransform>();
bgRt.anchoredPosition = new Vector2(xOff, bgRt.anchoredPosition.y);
icRt.anchoredPosition = new Vector2(xOff, icRt.anchoredPosition.y);
bg.GetComponent<Image>().sprite = Resources.Load<Sprite>("InGame/ButtonSkin/BlankSquare");
icon.GetComponent<Image>().sprite = prefab.GetComponent<SpriteRenderer>()?.sprite;
icon.GetComponent<RectTransform>().sizeDelta = prefab.name.ToLower().Contains("small")
icRt.sizeDelta = prefab.name.ToLower().Contains("small")
? new Vector2(50, 25)
: new Vector2(50, 50);
}
void ClearCurrentButtons()
{
foreach (var button in currentButtons)
Destroy(button);
foreach (var b in currentButtons) Destroy(b);
currentButtons.Clear();
}
public void NextPage()
{
int maxPage = Mathf.CeilToInt(blockPrefabs.Count / (float)buttonsPerPage);
if (currentPage < maxPage - 1)
{
currentPage++;
GenerateButtons();
}
int max = Mathf.CeilToInt(blockPrefabs.Count / (float)buttonsPerPage);
if (currentPage < max - 1) { currentPage++; GenerateButtons(); }
}
public void PreviousPage()
{
if (currentPage > 0)
{
currentPage--;
GenerateButtons();
}
if (currentPage > 0) { currentPage--; GenerateButtons(); }
}
#endregion
@ -138,7 +128,6 @@ public class LevelEditor : MonoBehaviour
void SelectPrefab(GameObject prefab)
{
if (isPlacingBlock) return;
currentScale = DetermineScaleFromName(prefab.name);
InstantiateAndPrepare(prefab, currentScale);
}
@ -146,59 +135,49 @@ public class LevelEditor : MonoBehaviour
Vector3 DetermineScaleFromName(string name)
{
name = name.ToLower();
if (name.Contains("portal")) return new Vector3(0.5f, 0.5f, 1);
if (name.Contains("small")) return new Vector3(0.15f, 0.07f, 1);
if (name.Contains("spike")) return new Vector3(0.15f, 0.15f, 1);
if (name.Contains("block")) return new Vector3(0.2f, 0.2f, 1);
if (name.Contains("bonus")) return new Vector3(0.3f, 0.3f, 1);
return new Vector3(1f, 1f, 1);
return Vector3.one;
}
void HandleBlockPlacement()
{
Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
currentBlock.transform.position = new Vector3(Mathf.Round(mousePos.x), Mathf.Round(mousePos.y), -1);
if (Input.GetKeyDown(KeyCode.R))
HandleBlockRotation();
Vector2 m = Camera.main.ScreenToWorldPoint(Input.mousePosition);
currentBlock.transform.position = new Vector3(Mathf.Round(m.x), Mathf.Round(m.y), -1);
if (Input.GetKeyDown(KeyCode.R)) HandleBlockRotation();
if (!currentBlock.name.ToLower().Contains("portal"))
{
float scroll = Input.GetAxis("Mouse ScrollWheel");
if (scroll != 0)
float s = Input.GetAxis("Mouse ScrollWheel");
if (s != 0)
{
float newScale = Mathf.Max(0.1f, currentScale.x + scroll * scaleStep);
currentScale = new Vector3(newScale, newScale, 1);
float ns = Mathf.Max(0.1f, currentScale.x + s * scaleStep);
currentScale = Vector3.one * ns;
currentBlock.transform.localScale = currentScale;
}
}
if (Input.GetMouseButtonDown(0))
{
if (!IsPlacementValid())
{
Debug.Log("Placement annulé : collision.");
Debug.Log("Placement invalide : collision.");
return;
}
PlaceBlock();
}
}
bool IsPlacementValid()
{
Collider2D[] overlaps = Physics2D.OverlapBoxAll(
currentBlock.transform.position,
currentBlock.GetComponent<Collider2D>().bounds.size,
0f
);
foreach (var col in overlaps)
var col = currentBlock.GetComponent<Collider2D>();
var hits = Physics2D.OverlapBoxAll(col.bounds.center, col.bounds.size, 0f);
foreach (var h in hits)
{
if (col.transform.root == currentBlock.transform || col.CompareTag("Ground"))
continue;
if (h == col) continue;
if (h.CompareTag("Ground")) continue;
if (h.transform.IsChildOf(currentBlock.transform)) continue;
return false;
}
return true;
@ -206,140 +185,196 @@ public class LevelEditor : MonoBehaviour
void HandleBlockSelection()
{
if (Input.GetMouseButtonDown(0))
if (!Input.GetMouseButtonDown(0)) return;
Vector2 m = Camera.main.ScreenToWorldPoint(Input.mousePosition);
var hit = Physics2D.OverlapPoint(m);
if (hit != null && !hit.CompareTag("Ground"))
{
Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Collider2D hit = Physics2D.OverlapPoint(mousePos);
if (hit != null && !hit.CompareTag("Ground"))
{
currentBlock = hit.gameObject;
isPlacingBlock = true;
currentScale = currentBlock.transform.localScale;
Debug.Log($"Bloc sélectionné : {currentBlock.name}");
}
var sel = hit.gameObject;
if ((sel.name.Contains("ObstacleSafer") || sel.name.Contains("ObstacleKiller"))
&& sel.transform.parent != null
&& sel.transform.parent.name.Contains("ObstacleBlock"))
sel = sel.transform.parent.gameObject;
currentBlock = sel;
isPlacingBlock = true;
currentScale = currentBlock.transform.localScale;
Debug.Log($"🟢 Sélection : {sel.name}");
}
}
void PlaceBlock()
{
string name = currentBlock.name.ToLower();
bool isSpikeType = name.Contains("spike") || name.Contains("smallspike") || name.Contains("killzone");
bool grounded = name.Contains("spike") || name.Contains("bonus") || name.Contains("smallobstacle");
if (grounded)
if (isSpikeType)
{
StickBlockToGround();
}
else if (!ShouldSkipVerticalSnap(name))
{
SnapBlockVertically();
TrySnapToNearbyBlock(); // ✅ seulement ici
// 1) Bloquer si on perçoit un spike de même type dans la direction de snap
if (IsBlockedBySameTypeInSnapDirection())
{
Debug.LogError("❌ Impossible de poser un spike sur un autre spike !");
Destroy(currentBlock);
}
else
{
// 2) On snap dans la direction (down/left/up/right), et on détruit si aucun support
if (!SnapSpikeByRotation())
{
Debug.LogError("❌ Impossible de poser un spike dans le vide !");
Destroy(currentBlock);
}
else
{
// 3) On fait lajustement fin (si besoin)
TrySnapToNearbyBlock();
}
}
}
else
{
TrySnapToNearbyBlock(); // ex: autres blocs
// tous les autres blocs
TrySnapToNearbyBlock();
}
TrySnapToNearbyBlock();
isPlacingBlock = false;
currentBlock = null;
}
void StickBlockToGround()
/// <summary>
/// Vérifie quil ny ait pas déjà un spike/smallspike/killzone
/// juste devant le spike selon sa rotation.
/// </summary>
bool IsBlockedBySameTypeInSnapDirection()
{
Collider2D col = currentBlock.GetComponent<Collider2D>();
Bounds bounds = col.bounds;
var col = currentBlock.GetComponent<Collider2D>();
var b = col.bounds;
Vector2 origin = new Vector2(bounds.center.x, bounds.min.y);
float rayLength = 100f; // on descend loin pour être sûr de toucher le sol
RaycastHit2D hit = Physics2D.Raycast(origin, Vector2.down, rayLength);
if (hit.collider != null && hit.collider.gameObject != currentBlock)
// 1) Détermine direction de snap (0→down,1→left,2→up,3→right)
int rot = (Mathf.RoundToInt(currentBlock.transform.eulerAngles.z / 90) % 4 + 4) % 4;
Vector2 dir = rot switch
{
float topY = hit.collider.bounds.max.y;
float height = bounds.size.y;
float newY = topY + height / 2f;
1 => Vector2.right,
2 => Vector2.up,
3 => Vector2.left,
_ => Vector2.down
};
currentBlock.transform.position = new Vector3(currentBlock.transform.position.x, newY, -1f);
Debug.Log($"📌 Bloc descendu sur {hit.collider.name} à Y={newY}");
// 2) Origine : on place la « boîte » juste en bordure du sprite
float offset = 0.01f;
Vector2 origin = rot switch
{
1 => new Vector2(b.min.x - offset, b.center.y), // gauche
3 => new Vector2(b.max.x + offset, b.center.y), // droite
2 => new Vector2(b.center.x, b.max.y + offset), // haut
_ => new Vector2(b.center.x, b.min.y - offset) // bas
};
// 3) On boxcast exactement la taille du sprite pour 100 unités
RaycastHit2D[] hits = Physics2D.BoxCastAll(
origin,
b.size,
0f,
dir,
100f
);
foreach (var h in hits)
{
if (h.collider == null || h.collider.gameObject == currentBlock) continue;
if (h.collider.isTrigger) continue;
string me = currentBlock.name.ToLower();
string other = h.collider.gameObject.name.ToLower();
bool meIsSpikeFamily = me.Contains("spike") || me.Contains("killzone");
bool otherIsSpikeFamily = other.Contains("spike") || other.Contains("killzone");
if (meIsSpikeFamily && otherIsSpikeFamily)
{
// on bloque absolument tout chevauchement entre ces trois types
return true;
}
// si on tape autre chose (sol, block, bonus…), on arrête le scan
break;
}
return false;
}
bool SnapSpikeByRotation()
{
// Récupère bounds et demi-tailles
var col = currentBlock.GetComponent<Collider2D>();
var b = col.bounds;
float hw = b.extents.x;
float hh = b.extents.y;
// 1) Détermine la rotation en quarts de tour : 0→down, 1→left, 2→up, 3→right
int rot = ((Mathf.RoundToInt(currentBlock.transform.eulerAngles.z / 90f) % 4) + 4) % 4;
Vector2 dir;
switch (rot)
{
case 1: dir = Vector2.right; break;
case 2: dir = Vector2.up; break;
case 3: dir = Vector2.left; break;
default: dir = Vector2.down; break;
}
// 2) Calcule 3 origines le long de la face « avant » du spike
const float eps = 0.01f;
List<Vector2> origins = new List<Vector2>();
if (dir == Vector2.down || dir == Vector2.up)
{
// face inférieure ou supérieure → balaye laxe X
float y0 = (dir == Vector2.down) ? b.min.y - eps : b.max.y + eps;
origins.Add(new Vector2(b.min.x + 0.1f * b.size.x, y0));
origins.Add(new Vector2(b.center.x, y0));
origins.Add(new Vector2(b.max.x - 0.1f * b.size.x, y0));
}
else
{
Debug.Log("❗ Aucun support trouvé en dessous pour aligner le bloc.");
// face gauche ou droite → balaye laxe Y
float x0 = (dir == Vector2.left) ? b.min.x - eps : b.max.x + eps;
origins.Add(new Vector2(x0, b.min.y + 0.1f * b.size.y));
origins.Add(new Vector2(x0, b.center.y));
origins.Add(new Vector2(x0, b.max.y - 0.1f * b.size.y));
}
}
bool ShouldSkipVerticalSnap(string name)
{
name = name.ToLower();
return name.Contains("smallobstacle") || name.Contains("portal");
}
void SnapBlockVertically()
{
Collider2D col = currentBlock.GetComponent<Collider2D>();
Bounds bounds = col.bounds;
float snapThreshold = 0.1f; // ➜ 0.1 unité = environ 2 pixels
Vector2 checkStart = new Vector2(bounds.min.x, bounds.min.y - snapThreshold);
Vector2 checkEnd = new Vector2(bounds.max.x, bounds.min.y);
Collider2D[] hitsBelow = Physics2D.OverlapAreaAll(checkStart, checkEnd);
float highestY = -Mathf.Infinity;
GameObject bestTarget = null;
foreach (var hit in hitsBelow)
// 3) Pour chaque origine, on lance un RaycastAll et on garde le hit le plus proche
float bestDist = float.PositiveInfinity;
RaycastHit2D bestHit = default;
foreach (var o in origins)
{
if (hit == null || hit.gameObject == currentBlock || hit.transform.IsChildOf(currentBlock.transform))
continue;
float top = hit.bounds.max.y;
if (top > highestY)
var hits = Physics2D.RaycastAll(o, dir, 100f);
foreach (var h in hits)
{
highestY = top;
bestTarget = hit.gameObject;
if (h.collider == null || h.collider.gameObject == currentBlock) continue;
if (h.collider.isTrigger) continue;
if (h.distance < bestDist)
{
bestDist = h.distance;
bestHit = h;
}
}
}
if (bestTarget != null)
{
float blockHeight = bounds.size.y;
float snapY = highestY + blockHeight / 2f;
// 4) Aucun support trouvé → échec
if (bestHit.collider == null)
return false;
currentBlock.transform.position = new Vector3(currentBlock.transform.position.x, snapY, -1f);
Debug.Log($"✅ Snap vertical à {snapY} sur {bestTarget.name}");
}
else
{
Debug.Log("❌ Aucun bloc trouvé assez proche en dessous pour snap.");
}
// 5) Sinon, colle bord à bord
Vector3 p = currentBlock.transform.position;
if (dir == Vector2.down) p.y = bestHit.point.y + hh;
else if (dir == Vector2.up) p.y = bestHit.point.y - hh;
else if (dir == Vector2.left) p.x = bestHit.point.x + hw;
else if (dir == Vector2.right) p.x = bestHit.point.x - hw;
currentBlock.transform.position = new Vector3(p.x, p.y, -1f);
Debug.Log($"📌 Spike snapé {dir} sur « {bestHit.collider.name} » à {currentBlock.transform.position}");
return true;
}
void InstantiateAndPrepare(GameObject prefab, Vector3? scaleOverride = null)
{
GameObject obj = Instantiate(prefab);
obj.transform.position = new Vector3(0, 0, -1);
obj.transform.localScale = scaleOverride ?? currentScale;
try { obj.tag = prefab.name; }
catch { Debug.LogWarning($"Le tag '{prefab.name}' est manquant."); }
currentBlock = obj;
isPlacingBlock = true;
}
void HandleBlockRotation()
{
currentBlock.transform.Rotate(0f, 0f, -90f);
Debug.Log("🔄 Bloc pivoté de 90° !");
}
#endregion
#region Resizing & Deletion
@ -348,173 +383,147 @@ public class LevelEditor : MonoBehaviour
{
if (Input.GetMouseButtonDown(0) && Input.GetKey(KeyCode.LeftShift) && !isPlacingBlock)
{
Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Collider2D hit = Physics2D.OverlapPoint(mousePos);
Vector2 m = Camera.main.ScreenToWorldPoint(Input.mousePosition);
var hit = Physics2D.OverlapPoint(m);
if (hit != null && !hit.CompareTag("Ground"))
{
BeginResizing(hit.gameObject, mousePos);
}
BeginResizing(hit.gameObject, m);
}
if (isResizing && resizingTarget != null)
{
PerformResizing();
}
}
void BeginResizing(GameObject target, Vector2 mousePos)
void BeginResizing(GameObject tgt, Vector2 mPos)
{
resizingTarget = target;
originalMousePos = mousePos;
originalScale = target.transform.localScale;
Vector2 localClick = mousePos - (Vector2)target.transform.position;
float ratio = target.GetComponent<Collider2D>().bounds.size.x / target.GetComponent<Collider2D>().bounds.size.y;
currentResizeAxis = Mathf.Abs(localClick.x) > Mathf.Abs(localClick.y * ratio)
resizingTarget = tgt;
originalMousePos = mPos;
originalScale = tgt.transform.localScale;
Vector2 local = mPos - (Vector2)tgt.transform.position;
float ratio = tgt.GetComponent<Collider2D>().bounds.size.x / tgt.GetComponent<Collider2D>().bounds.size.y;
currentResizeAxis = Mathf.Abs(local.x) > Mathf.Abs(local.y * ratio)
? ResizeAxis.Horizontal
: ResizeAxis.Vertical;
isResizing = true;
Debug.Log($"🧰 Début du redimensionnement : {target.name} (axe : {currentResizeAxis})");
Debug.Log($"🧰 Début redim {tgt.name} (axe {currentResizeAxis})");
}
void PerformResizing()
{
Vector3 currentMousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector3 delta = currentMousePos - originalMousePos;
Vector3 newScale = originalScale;
Vector3 m = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector3 delta = m - originalMousePos;
Vector3 ns = originalScale;
if (currentResizeAxis == ResizeAxis.Horizontal)
newScale.x = Mathf.Max(0.1f, originalScale.x + delta.x);
else if (currentResizeAxis == ResizeAxis.Vertical)
newScale.y = Mathf.Max(0.1f, originalScale.y + delta.y);
resizingTarget.transform.localScale = newScale;
ns.x = Mathf.Max(0.1f, originalScale.x + delta.x);
else
ns.y = Mathf.Max(0.1f, originalScale.y + delta.y);
resizingTarget.transform.localScale = ns;
if (IsOverlapping(resizingTarget))
{
resizingTarget.transform.localScale = originalScale;
Debug.Log("❌ Redimensionnement annulé : collision.");
Debug.Log("❌ Redim annulé : collision");
}
if (Input.GetMouseButtonUp(0))
{
isResizing = false;
resizingTarget = null;
currentResizeAxis = ResizeAxis.None;
Debug.Log("✅ Fin du redimensionnement");
Debug.Log("✅ Fin redim");
}
}
bool IsOverlapping(GameObject obj)
{
Bounds bounds = obj.GetComponent<Collider2D>().bounds;
Collider2D[] overlaps = Physics2D.OverlapBoxAll(bounds.center, bounds.size, 0f);
foreach (var col in overlaps)
{
if (col.gameObject != obj)
return true;
}
var b = obj.GetComponent<Collider2D>().bounds;
foreach (var h in Physics2D.OverlapBoxAll(b.center, b.size, 0f))
if (h.gameObject != obj) return true;
return false;
}
void HandleBlockDeletion()
{
if (Input.GetMouseButtonDown(1))
if (!Input.GetMouseButtonDown(1)) return;
Vector2 m = Camera.main.ScreenToWorldPoint(Input.mousePosition);
var hit = Physics2D.OverlapPoint(m);
if (hit != null && !hit.CompareTag("Ground"))
{
Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Collider2D hit = Physics2D.OverlapPoint(mousePos);
if (hit != null && !hit.CompareTag("Ground"))
{
GameObject toDestroy = hit.gameObject;
// ✅ Cas spécial : ObstacleBlock ou ses enfants
if (toDestroy.name.Contains("ObstacleSafer") || toDestroy.name.Contains("ObstacleKiller"))
{
Transform parent = toDestroy.transform.parent;
if (parent != null && parent.name.Contains("ObstacleBlock"))
{
toDestroy = parent.gameObject;
}
}
if (toDestroy == currentBlock)
{
currentBlock = null;
isPlacingBlock = false;
}
Destroy(toDestroy);
Debug.Log($"🗑️ Supprimé : {toDestroy.name}");
}
var toD = hit.gameObject;
if ((toD.name.Contains("ObstacleSafer") || toD.name.Contains("ObstacleKiller"))
&& toD.transform.parent != null
&& toD.transform.parent.name.Contains("ObstacleBlock"))
toD = toD.transform.parent.gameObject;
if (toD == currentBlock) { currentBlock = null; isPlacingBlock = false; }
Destroy(toD);
Debug.Log($"🗑️ Supprimé {toD.name}");
}
}
#endregion
#region Utility
bool IsPointerOverUI()
{
return EventSystem.current != null && EventSystem.current.IsPointerOverGameObject();
}
=> EventSystem.current != null && EventSystem.current.IsPointerOverGameObject();
void TrySnapToNearbyBlock()
{
if (currentBlock == null) return;
Collider2D blockCollider = currentBlock.GetComponent<Collider2D>();
Bounds bounds = blockCollider.bounds;
var col = currentBlock.GetComponent<Collider2D>();
var b = col.bounds;
float snapDistance = 1f;
float verticalEps = 0.05f; // petite marge pour exclure trop hauts ou trop bas
Vector2[] directions =
// Taille et positions des deux zones de recherche latérales
Vector2 boxSize = new Vector2(snapDistance, b.size.y - verticalEps * 2f);
// à droite
Vector2 rightCenter = new Vector2(b.max.x + snapDistance / 2f, b.center.y);
// à gauche
Vector2 leftCenter = new Vector2(b.min.x - snapDistance / 2f, b.center.y);
// Cherche à droite
var hits = Physics2D.OverlapBoxAll(rightCenter, boxSize, 0f);
foreach (var h in hits)
{
Vector2.right, Vector2.left, Vector2.down, Vector2.up
};
foreach (var dir in directions)
{
Vector2 extent2D = new Vector2(bounds.extents.x, bounds.extents.y);
Vector2 start = (Vector2)bounds.center + dir * (extent2D + Vector2.one * (snapDistance / 2f));
Collider2D[] hits = Physics2D.OverlapCircleAll(start, snapDistance);
foreach (var hit in hits)
if (h != null && h.gameObject != currentBlock && !h.isTrigger)
{
if (hit != null && hit.gameObject != currentBlock)
{
SnapToTarget(hit, dir);
return;
}
float newX = h.bounds.min.x - b.extents.x;
currentBlock.transform.position = new Vector3(newX, currentBlock.transform.position.y, -1f);
Debug.Log($"↔️ Snap horizontal à droite contre {h.name}");
return;
}
}
// Cherche à gauche
hits = Physics2D.OverlapBoxAll(leftCenter, boxSize, 0f);
foreach (var h in hits)
{
if (h != null && h.gameObject != currentBlock && !h.isTrigger)
{
float newX = h.bounds.max.x + b.extents.x;
currentBlock.transform.position = new Vector3(newX, currentBlock.transform.position.y, -1f);
Debug.Log($"↔️ Snap horizontal à gauche contre {h.name}");
return;
}
}
}
void SnapToTarget(Collider2D hit, Vector2 dir)
void HandleBlockRotation()
{
Bounds hitBounds = hit.bounds;
Bounds ourBounds = currentBlock.GetComponent<Collider2D>().bounds;
currentBlock.transform.Rotate(0, 0, -90f);
Debug.Log("🔄 Rotation 90°!");
}
Vector3 newPos = currentBlock.transform.position;
if (dir == Vector2.right)
newPos.x = hitBounds.min.x - ourBounds.size.x / 2f;
else if (dir == Vector2.left)
newPos.x = hitBounds.max.x + ourBounds.size.x / 2f;
else if (dir == Vector2.down)
newPos.y = hitBounds.max.y + ourBounds.size.y / 2f;
else if (dir == Vector2.up)
newPos.y = hitBounds.min.y - ourBounds.size.y / 2f;
currentBlock.transform.position = new Vector3(newPos.x, newPos.y, -1);
Debug.Log("✅ Snap à " + dir);
void InstantiateAndPrepare(GameObject prefab, Vector3? scaleOverride = null)
{
var obj = Instantiate(prefab, persistentBlockContainer);
obj.transform.position = new Vector3(0, 0, -1);
obj.transform.localScale = scaleOverride ?? currentScale;
currentBlock = obj;
currentBlock.tag = prefab.tag;
isPlacingBlock = true;
}
public void Save()
{
// TODO : Sauvegarde du niveau
// TODO
}
#endregion

View File

@ -18,25 +18,29 @@ public class PlayerCamera : MonoBehaviour
private void Update()
{
if (isPlaying)
{
Player player = playerObject.GetComponent<Player>();
if (!isPlaying) return;
float minYFollow = normalMinYFollow;
if (player.CurrentGameMode is ShipGameMode)
{
minYFollow = shipMinYFollow;
}
Player player = playerObject.GetComponent<Player>();
float targetY = initialY;
if (playerObject.transform.position.y > minYFollow)
{
targetY = playerObject.transform.position.y;
}
// Choix du minY selon le mode de jeu
float minYFollow = (player.CurrentGameMode is ShipGameMode)
? shipMinYFollow
: normalMinYFollow;
float newY = Mathf.Lerp(transform.position.y, targetY, smoothSpeed * Time.deltaTime);
// Calcul de la cible Y
float targetY = initialY;
if (playerObject.transform.position.y > minYFollow)
targetY = playerObject.transform.position.y;
transform.position = new Vector3(playerObject.transform.position.x, newY, transform.position.z);
}
// Interpolation douce
float newY = Mathf.Lerp(transform.position.y, targetY, smoothSpeed * Time.deltaTime);
// Clamp pour éviter de descendre sous Y = 0
newY = Mathf.Max(newY, 0f);
// On suit aussi l'axe X du joueur
float newX = playerObject.transform.position.x;
transform.position = new Vector3(newX, newY, transform.position.z);
}
}