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; player.IsColliding = true;
Debug.Log(collision.gameObject.tag.ToString());
if (collision.gameObject.CompareTag("Kill")) if (collision.gameObject.CompareTag("Kill"))
{ {
SceneManager.LoadScene(SceneManager.GetActiveScene().name); SceneManager.LoadScene(SceneManager.GetActiveScene().name);

View File

@ -8,7 +8,7 @@ public class LevelEditor : MonoBehaviour
[Header("Placement")] [Header("Placement")]
private GameObject currentBlock; private GameObject currentBlock;
private bool isPlacingBlock = false; private bool isPlacingBlock = false;
private Vector3 currentScale = new Vector3(1f, 1f, 1); private Vector3 currentScale = Vector3.one;
private float scaleStep = 0.1f; private float scaleStep = 0.1f;
[Header("UI")] [Header("UI")]
@ -28,9 +28,12 @@ public class LevelEditor : MonoBehaviour
private enum ResizeAxis { None, Horizontal, Vertical } private enum ResizeAxis { None, Horizontal, Vertical }
private ResizeAxis currentResizeAxis = ResizeAxis.None; private ResizeAxis currentResizeAxis = ResizeAxis.None;
private Transform persistentBlockContainer;
void Start() void Start()
{ {
persistentBlockContainer = new GameObject("PlacedBlocks").transform;
DontDestroyOnLoad(persistentBlockContainer.gameObject);
LoadPrefabs(); LoadPrefabs();
GenerateButtons(); GenerateButtons();
} }
@ -52,83 +55,70 @@ public class LevelEditor : MonoBehaviour
void LoadPrefabs() 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() void GenerateButtons()
{ {
ClearCurrentButtons(); ClearCurrentButtons();
if (blockGroupContainer == null || buttonPrefabTemplate == null) if (blockGroupContainer == null || buttonPrefabTemplate == null)
{ {
Debug.LogError("UI Container ou prefab de bouton manquant."); Debug.LogError("UI Container ou prefab manquant.");
return; return;
} }
int start = currentPage * buttonsPerPage; int start = currentPage * buttonsPerPage;
int end = Mathf.Min(start + buttonsPerPage, blockPrefabs.Count); int end = Mathf.Min(start + buttonsPerPage, blockPrefabs.Count);
for (int i = start; i < end; i++) for (int i = start; i < end; i++)
{ {
GameObject button = Instantiate(buttonPrefabTemplate, blockGroupContainer); var btn = Instantiate(buttonPrefabTemplate, blockGroupContainer);
button.SetActive(true); btn.SetActive(true);
SetupButtonVisual(btn.transform, blockPrefabs[i], i - start);
SetupButtonVisual(button.transform, blockPrefabs[i], i - start); var prefab = blockPrefabs[i];
btn.GetComponent<Button>().onClick.AddListener(() => SelectPrefab(prefab));
GameObject prefab = blockPrefabs[i]; currentButtons.Add(btn);
button.GetComponent<Button>().onClick.AddListener(() => SelectPrefab(prefab));
currentButtons.Add(button);
} }
} }
void SetupButtonVisual(Transform buttonTransform, GameObject prefab, int index) void SetupButtonVisual(Transform t, GameObject prefab, int idx)
{ {
Transform canvas = buttonTransform.Find("Canvas"); var canvas = t.Find("Canvas");
Transform bg = canvas?.Find("BlankSquare"); var bg = canvas?.Find("BlankSquare");
Transform icon = canvas?.Find("PrefabIcon"); var icon = canvas?.Find("PrefabIcon");
if (bg == null || icon == null) { Destroy(t.gameObject); return; }
if (bg == null || icon == null) float xOff = -375f + idx * 125f;
{ var bgRt = bg.GetComponent<RectTransform>();
Destroy(buttonTransform.gameObject); var icRt = icon.GetComponent<RectTransform>();
return; bgRt.anchoredPosition = new Vector2(xOff, bgRt.anchoredPosition.y);
} icRt.anchoredPosition = new Vector2(xOff, icRt.anchoredPosition.y);
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);
bg.GetComponent<Image>().sprite = Resources.Load<Sprite>("InGame/ButtonSkin/BlankSquare"); bg.GetComponent<Image>().sprite = Resources.Load<Sprite>("InGame/ButtonSkin/BlankSquare");
icon.GetComponent<Image>().sprite = prefab.GetComponent<SpriteRenderer>()?.sprite; icon.GetComponent<Image>().sprite = prefab.GetComponent<SpriteRenderer>()?.sprite;
icRt.sizeDelta = prefab.name.ToLower().Contains("small")
icon.GetComponent<RectTransform>().sizeDelta = prefab.name.ToLower().Contains("small")
? new Vector2(50, 25) ? new Vector2(50, 25)
: new Vector2(50, 50); : new Vector2(50, 50);
} }
void ClearCurrentButtons() void ClearCurrentButtons()
{ {
foreach (var button in currentButtons) foreach (var b in currentButtons) Destroy(b);
Destroy(button);
currentButtons.Clear(); currentButtons.Clear();
} }
public void NextPage() public void NextPage()
{ {
int maxPage = Mathf.CeilToInt(blockPrefabs.Count / (float)buttonsPerPage); int max = Mathf.CeilToInt(blockPrefabs.Count / (float)buttonsPerPage);
if (currentPage < maxPage - 1) if (currentPage < max - 1) { currentPage++; GenerateButtons(); }
{
currentPage++;
GenerateButtons();
}
} }
public void PreviousPage() public void PreviousPage()
{ {
if (currentPage > 0) if (currentPage > 0) { currentPage--; GenerateButtons(); }
{
currentPage--;
GenerateButtons();
}
} }
#endregion #endregion
@ -138,7 +128,6 @@ public class LevelEditor : MonoBehaviour
void SelectPrefab(GameObject prefab) void SelectPrefab(GameObject prefab)
{ {
if (isPlacingBlock) return; if (isPlacingBlock) return;
currentScale = DetermineScaleFromName(prefab.name); currentScale = DetermineScaleFromName(prefab.name);
InstantiateAndPrepare(prefab, currentScale); InstantiateAndPrepare(prefab, currentScale);
} }
@ -146,59 +135,49 @@ public class LevelEditor : MonoBehaviour
Vector3 DetermineScaleFromName(string name) Vector3 DetermineScaleFromName(string name)
{ {
name = name.ToLower(); name = name.ToLower();
if (name.Contains("portal")) return new Vector3(0.5f, 0.5f, 1); 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("small")) return new Vector3(0.15f, 0.07f, 1);
if (name.Contains("spike")) return new Vector3(0.15f, 0.15f, 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("block")) return new Vector3(0.2f, 0.2f, 1);
if (name.Contains("bonus")) return new Vector3(0.3f, 0.3f, 1); if (name.Contains("bonus")) return new Vector3(0.3f, 0.3f, 1);
return Vector3.one;
return new Vector3(1f, 1f, 1);
} }
void HandleBlockPlacement() void HandleBlockPlacement()
{ {
Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); Vector2 m = Camera.main.ScreenToWorldPoint(Input.mousePosition);
currentBlock.transform.position = new Vector3(Mathf.Round(mousePos.x), Mathf.Round(mousePos.y), -1); currentBlock.transform.position = new Vector3(Mathf.Round(m.x), Mathf.Round(m.y), -1);
if (Input.GetKeyDown(KeyCode.R)) HandleBlockRotation();
if (Input.GetKeyDown(KeyCode.R))
HandleBlockRotation();
if (!currentBlock.name.ToLower().Contains("portal")) if (!currentBlock.name.ToLower().Contains("portal"))
{ {
float scroll = Input.GetAxis("Mouse ScrollWheel"); float s = Input.GetAxis("Mouse ScrollWheel");
if (scroll != 0) if (s != 0)
{ {
float newScale = Mathf.Max(0.1f, currentScale.x + scroll * scaleStep); float ns = Mathf.Max(0.1f, currentScale.x + s * scaleStep);
currentScale = new Vector3(newScale, newScale, 1); currentScale = Vector3.one * ns;
currentBlock.transform.localScale = currentScale; currentBlock.transform.localScale = currentScale;
} }
} }
if (Input.GetMouseButtonDown(0)) if (Input.GetMouseButtonDown(0))
{ {
if (!IsPlacementValid()) if (!IsPlacementValid())
{ {
Debug.Log("Placement annulé : collision."); Debug.Log("Placement invalide : collision.");
return; return;
} }
PlaceBlock(); PlaceBlock();
} }
} }
bool IsPlacementValid() bool IsPlacementValid()
{ {
Collider2D[] overlaps = Physics2D.OverlapBoxAll( var col = currentBlock.GetComponent<Collider2D>();
currentBlock.transform.position, var hits = Physics2D.OverlapBoxAll(col.bounds.center, col.bounds.size, 0f);
currentBlock.GetComponent<Collider2D>().bounds.size, foreach (var h in hits)
0f
);
foreach (var col in overlaps)
{ {
if (col.transform.root == currentBlock.transform || col.CompareTag("Ground")) if (h == col) continue;
continue; if (h.CompareTag("Ground")) continue;
if (h.transform.IsChildOf(currentBlock.transform)) continue;
return false; return false;
} }
return true; return true;
@ -206,140 +185,196 @@ public class LevelEditor : MonoBehaviour
void HandleBlockSelection() void HandleBlockSelection()
{ {
if (Input.GetMouseButtonDown(0)) if (!Input.GetMouseButtonDown(0)) return;
{ Vector2 m = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); var hit = Physics2D.OverlapPoint(m);
Collider2D hit = Physics2D.OverlapPoint(mousePos);
if (hit != null && !hit.CompareTag("Ground")) if (hit != null && !hit.CompareTag("Ground"))
{ {
currentBlock = hit.gameObject; 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; isPlacingBlock = true;
currentScale = currentBlock.transform.localScale; currentScale = currentBlock.transform.localScale;
Debug.Log($"Bloc sélectionné : {currentBlock.name}"); Debug.Log($"🟢 Sélection : {sel.name}");
} }
} }
}
void PlaceBlock() void PlaceBlock()
{ {
string name = currentBlock.name.ToLower(); 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 (isSpikeType)
if (grounded)
{ {
StickBlockToGround(); // 1) Bloquer si on perçoit un spike de même type dans la direction de snap
} if (IsBlockedBySameTypeInSnapDirection())
else if (!ShouldSkipVerticalSnap(name))
{ {
SnapBlockVertically(); Debug.LogError("❌ Impossible de poser un spike sur un autre spike !");
TrySnapToNearbyBlock(); // ✅ seulement ici Destroy(currentBlock);
} }
else else
{ {
TrySnapToNearbyBlock(); // ex: autres blocs // 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(); TrySnapToNearbyBlock();
}
}
}
else
{
// tous les autres blocs
TrySnapToNearbyBlock();
}
isPlacingBlock = false; isPlacingBlock = false;
currentBlock = null; 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>(); var col = currentBlock.GetComponent<Collider2D>();
Bounds bounds = col.bounds; var b = col.bounds;
Vector2 origin = new Vector2(bounds.center.x, bounds.min.y); // 1) Détermine direction de snap (0→down,1→left,2→up,3→right)
float rayLength = 100f; // on descend loin pour être sûr de toucher le sol int rot = (Mathf.RoundToInt(currentBlock.transform.eulerAngles.z / 90) % 4 + 4) % 4;
Vector2 dir = rot switch
RaycastHit2D hit = Physics2D.Raycast(origin, Vector2.down, rayLength);
if (hit.collider != null && hit.collider.gameObject != currentBlock)
{ {
float topY = hit.collider.bounds.max.y; 1 => Vector2.right,
float height = bounds.size.y; 2 => Vector2.up,
float newY = topY + height / 2f; 3 => Vector2.left,
_ => Vector2.down
};
currentBlock.transform.position = new Vector3(currentBlock.transform.position.x, newY, -1f); // 2) Origine : on place la « boîte » juste en bordure du sprite
Debug.Log($"📌 Bloc descendu sur {hit.collider.name} à Y={newY}"); 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 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) // 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)
{ {
name = name.ToLower(); var hits = Physics2D.RaycastAll(o, dir, 100f);
return name.Contains("smallobstacle") || name.Contains("portal"); foreach (var h in hits)
}
void SnapBlockVertically()
{ {
Collider2D col = currentBlock.GetComponent<Collider2D>(); if (h.collider == null || h.collider.gameObject == currentBlock) continue;
Bounds bounds = col.bounds; if (h.collider.isTrigger) continue;
if (h.distance < bestDist)
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)
{ {
if (hit == null || hit.gameObject == currentBlock || hit.transform.IsChildOf(currentBlock.transform)) bestDist = h.distance;
continue; bestHit = h;
}
float top = hit.bounds.max.y;
if (top > highestY)
{
highestY = top;
bestTarget = hit.gameObject;
} }
} }
if (bestTarget != null) // 4) Aucun support trouvé → échec
{ if (bestHit.collider == null)
float blockHeight = bounds.size.y; return false;
float snapY = highestY + blockHeight / 2f;
currentBlock.transform.position = new Vector3(currentBlock.transform.position.x, snapY, -1f); // 5) Sinon, colle bord à bord
Debug.Log($"✅ Snap vertical à {snapY} sur {bestTarget.name}"); Vector3 p = currentBlock.transform.position;
} if (dir == Vector2.down) p.y = bestHit.point.y + hh;
else else if (dir == Vector2.up) p.y = bestHit.point.y - hh;
{ else if (dir == Vector2.left) p.x = bestHit.point.x + hw;
Debug.Log("❌ Aucun bloc trouvé assez proche en dessous pour snap."); 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 #endregion
#region Resizing & Deletion #region Resizing & Deletion
@ -348,173 +383,147 @@ public class LevelEditor : MonoBehaviour
{ {
if (Input.GetMouseButtonDown(0) && Input.GetKey(KeyCode.LeftShift) && !isPlacingBlock) if (Input.GetMouseButtonDown(0) && Input.GetKey(KeyCode.LeftShift) && !isPlacingBlock)
{ {
Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); Vector2 m = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Collider2D hit = Physics2D.OverlapPoint(mousePos); var hit = Physics2D.OverlapPoint(m);
if (hit != null && !hit.CompareTag("Ground")) if (hit != null && !hit.CompareTag("Ground"))
{ BeginResizing(hit.gameObject, m);
BeginResizing(hit.gameObject, mousePos);
} }
}
if (isResizing && resizingTarget != null) if (isResizing && resizingTarget != null)
{
PerformResizing(); PerformResizing();
} }
}
void BeginResizing(GameObject target, Vector2 mousePos) void BeginResizing(GameObject tgt, Vector2 mPos)
{ {
resizingTarget = target; resizingTarget = tgt;
originalMousePos = mousePos; originalMousePos = mPos;
originalScale = target.transform.localScale; originalScale = tgt.transform.localScale;
Vector2 local = mPos - (Vector2)tgt.transform.position;
Vector2 localClick = mousePos - (Vector2)target.transform.position; float ratio = tgt.GetComponent<Collider2D>().bounds.size.x / tgt.GetComponent<Collider2D>().bounds.size.y;
float ratio = target.GetComponent<Collider2D>().bounds.size.x / target.GetComponent<Collider2D>().bounds.size.y; currentResizeAxis = Mathf.Abs(local.x) > Mathf.Abs(local.y * ratio)
currentResizeAxis = Mathf.Abs(localClick.x) > Mathf.Abs(localClick.y * ratio)
? ResizeAxis.Horizontal ? ResizeAxis.Horizontal
: ResizeAxis.Vertical; : ResizeAxis.Vertical;
isResizing = true; isResizing = true;
Debug.Log($"🧰 Début du redimensionnement : {target.name} (axe : {currentResizeAxis})"); Debug.Log($"🧰 Début redim {tgt.name} (axe {currentResizeAxis})");
} }
void PerformResizing() void PerformResizing()
{ {
Vector3 currentMousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); Vector3 m = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector3 delta = currentMousePos - originalMousePos; Vector3 delta = m - originalMousePos;
Vector3 ns = originalScale;
Vector3 newScale = originalScale;
if (currentResizeAxis == ResizeAxis.Horizontal) if (currentResizeAxis == ResizeAxis.Horizontal)
newScale.x = Mathf.Max(0.1f, originalScale.x + delta.x); ns.x = Mathf.Max(0.1f, originalScale.x + delta.x);
else if (currentResizeAxis == ResizeAxis.Vertical) else
newScale.y = Mathf.Max(0.1f, originalScale.y + delta.y); ns.y = Mathf.Max(0.1f, originalScale.y + delta.y);
resizingTarget.transform.localScale = ns;
resizingTarget.transform.localScale = newScale;
if (IsOverlapping(resizingTarget)) if (IsOverlapping(resizingTarget))
{ {
resizingTarget.transform.localScale = originalScale; resizingTarget.transform.localScale = originalScale;
Debug.Log("❌ Redimensionnement annulé : collision."); Debug.Log("❌ Redim annulé : collision");
} }
if (Input.GetMouseButtonUp(0)) if (Input.GetMouseButtonUp(0))
{ {
isResizing = false; isResizing = false;
resizingTarget = null; resizingTarget = null;
currentResizeAxis = ResizeAxis.None; currentResizeAxis = ResizeAxis.None;
Debug.Log("✅ Fin du redimensionnement"); Debug.Log("✅ Fin redim");
} }
} }
bool IsOverlapping(GameObject obj) bool IsOverlapping(GameObject obj)
{ {
Bounds bounds = obj.GetComponent<Collider2D>().bounds; var b = obj.GetComponent<Collider2D>().bounds;
Collider2D[] overlaps = Physics2D.OverlapBoxAll(bounds.center, bounds.size, 0f); foreach (var h in Physics2D.OverlapBoxAll(b.center, b.size, 0f))
if (h.gameObject != obj) return true;
foreach (var col in overlaps)
{
if (col.gameObject != obj)
return true;
}
return false; return false;
} }
void HandleBlockDeletion() void HandleBlockDeletion()
{ {
if (Input.GetMouseButtonDown(1)) if (!Input.GetMouseButtonDown(1)) return;
{ Vector2 m = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); var hit = Physics2D.OverlapPoint(m);
Collider2D hit = Physics2D.OverlapPoint(mousePos);
if (hit != null && !hit.CompareTag("Ground")) if (hit != null && !hit.CompareTag("Ground"))
{ {
GameObject toDestroy = hit.gameObject; var toD = hit.gameObject;
if ((toD.name.Contains("ObstacleSafer") || toD.name.Contains("ObstacleKiller"))
// ✅ Cas spécial : ObstacleBlock ou ses enfants && toD.transform.parent != null
if (toDestroy.name.Contains("ObstacleSafer") || toDestroy.name.Contains("ObstacleKiller")) && toD.transform.parent.name.Contains("ObstacleBlock"))
{ toD = toD.transform.parent.gameObject;
Transform parent = toDestroy.transform.parent; if (toD == currentBlock) { currentBlock = null; isPlacingBlock = false; }
if (parent != null && parent.name.Contains("ObstacleBlock")) Destroy(toD);
{ Debug.Log($"🗑️ Supprimé {toD.name}");
toDestroy = parent.gameObject;
} }
} }
if (toDestroy == currentBlock)
{
currentBlock = null;
isPlacingBlock = false;
}
Destroy(toDestroy);
Debug.Log($"🗑️ Supprimé : {toDestroy.name}");
}
}
}
#endregion #endregion
#region Utility #region Utility
bool IsPointerOverUI() bool IsPointerOverUI()
{ => EventSystem.current != null && EventSystem.current.IsPointerOverGameObject();
return EventSystem.current != null && EventSystem.current.IsPointerOverGameObject();
}
void TrySnapToNearbyBlock() void TrySnapToNearbyBlock()
{ {
if (currentBlock == null) return; if (currentBlock == null) return;
Collider2D blockCollider = currentBlock.GetComponent<Collider2D>(); var col = currentBlock.GetComponent<Collider2D>();
Bounds bounds = blockCollider.bounds; var b = col.bounds;
float snapDistance = 1f; 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);
Vector2.right, Vector2.left, Vector2.down, Vector2.up // 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);
foreach (var dir in directions) // Cherche à droite
var hits = Physics2D.OverlapBoxAll(rightCenter, boxSize, 0f);
foreach (var h in hits)
{ {
Vector2 extent2D = new Vector2(bounds.extents.x, bounds.extents.y); if (h != null && h.gameObject != currentBlock && !h.isTrigger)
Vector2 start = (Vector2)bounds.center + dir * (extent2D + Vector2.one * (snapDistance / 2f)); {
Collider2D[] hits = Physics2D.OverlapCircleAll(start, snapDistance); float newX = h.bounds.min.x - b.extents.x;
currentBlock.transform.position = new Vector3(newX, currentBlock.transform.position.y, -1f);
Debug.Log($"↔️ Snap horizontal à droite contre {h.name}");
return;
}
}
foreach (var hit in hits) // Cherche à gauche
hits = Physics2D.OverlapBoxAll(leftCenter, boxSize, 0f);
foreach (var h in hits)
{ {
if (hit != null && hit.gameObject != currentBlock) if (h != null && h.gameObject != currentBlock && !h.isTrigger)
{ {
SnapToTarget(hit, dir); float newX = h.bounds.max.x + b.extents.x;
currentBlock.transform.position = new Vector3(newX, currentBlock.transform.position.y, -1f);
Debug.Log($"↔️ Snap horizontal à gauche contre {h.name}");
return; return;
} }
} }
} }
void HandleBlockRotation()
{
currentBlock.transform.Rotate(0, 0, -90f);
Debug.Log("🔄 Rotation 90°!");
} }
void SnapToTarget(Collider2D hit, Vector2 dir) void InstantiateAndPrepare(GameObject prefab, Vector3? scaleOverride = null)
{ {
Bounds hitBounds = hit.bounds; var obj = Instantiate(prefab, persistentBlockContainer);
Bounds ourBounds = currentBlock.GetComponent<Collider2D>().bounds; obj.transform.position = new Vector3(0, 0, -1);
obj.transform.localScale = scaleOverride ?? currentScale;
Vector3 newPos = currentBlock.transform.position; currentBlock = obj;
currentBlock.tag = prefab.tag;
if (dir == Vector2.right) isPlacingBlock = true;
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);
} }
public void Save() public void Save()
{ {
// TODO : Sauvegarde du niveau // TODO
} }
#endregion #endregion

View File

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