Map editor design (#59)

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M VINCENT PETT 2025-05-11 22:30:06 +02:00 committed by GitHub
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5 changed files with 426 additions and 360 deletions

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@ -1,5 +1,6 @@
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Collections.Generic;
public class LevelEditor : MonoBehaviour
@ -34,6 +35,21 @@ public class LevelEditor : MonoBehaviour
GenerateButtons();
}
void Update()
{
if (IsPointerOverUI()) return;
if (isPlacingBlock && currentBlock != null)
HandleBlockPlacement();
else
HandleBlockSelection();
HandleBlockResizing();
HandleBlockDeletion();
}
#region UI
void LoadPrefabs()
{
blockPrefabs.AddRange(Resources.LoadAll<GameObject>("Prefabs"));
@ -41,21 +57,9 @@ public class LevelEditor : MonoBehaviour
void GenerateButtons()
{
if (buttonPrefabTemplate == null)
{
Debug.LogError("LevelEditor.GenerateButtons(): buttonPrefabTemplate nest pas assigné !");
return;
}
if (blockGroupContainer == null)
{
Debug.LogError("LevelEditor.GenerateButtons(): blockGroupContainer nest pas assigné !");
return;
}
ClearCurrentButtons();
Transform container = blockGroupContainer;
if (container == null || buttonPrefabTemplate == null)
if (blockGroupContainer == null || buttonPrefabTemplate == null)
{
Debug.LogError("UI Container ou prefab de bouton manquant.");
return;
@ -66,34 +70,10 @@ public class LevelEditor : MonoBehaviour
for (int i = start; i < end; i++)
{
GameObject button = Instantiate(buttonPrefabTemplate, container);
GameObject button = Instantiate(buttonPrefabTemplate, blockGroupContainer);
button.SetActive(true);
Transform canvas = button.transform.Find("Canvas");
Transform bg = canvas?.Find("BlankSquare");
Transform icon = canvas?.Find("PrefabIcon");
if (bg == null || icon == null)
{
Destroy(button);
continue;
}
float xOffset = -375f + (i - start) * 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);
Image bgImage = bg.GetComponent<Image>();
Image iconImage = icon.GetComponent<Image>();
bgImage.sprite = Resources.Load<Sprite>("InGame/ButtonSkin/BlankSquare");
iconImage.sprite = blockPrefabs[i].GetComponent<SpriteRenderer>()?.sprite;
string prefabName = blockPrefabs[i].name.ToLower();
if (prefabName.Contains("smallspike") || prefabName.Contains("smallobstacle"))
icon.GetComponent<RectTransform>().sizeDelta = new Vector2(50, 25);
else
icon.GetComponent<RectTransform>().sizeDelta = new Vector2(50, 50);
SetupButtonVisual(button.transform, blockPrefabs[i], i - start);
GameObject prefab = blockPrefabs[i];
button.GetComponent<Button>().onClick.AddListener(() => SelectPrefab(prefab));
@ -101,18 +81,40 @@ public class LevelEditor : MonoBehaviour
}
}
void SetupButtonVisual(Transform buttonTransform, GameObject prefab, int index)
{
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);
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")
? new Vector2(50, 25)
: new Vector2(50, 50);
}
void ClearCurrentButtons()
{
foreach (var button in currentButtons)
Destroy(button);
currentButtons.Clear();
}
public void NextPage()
{
int maxPage = 3;
Debug.Log(currentPage);
int maxPage = Mathf.CeilToInt(blockPrefabs.Count / (float)buttonsPerPage);
if (currentPage < maxPage - 1)
{
currentPage++;
@ -122,7 +124,6 @@ public class LevelEditor : MonoBehaviour
public void PreviousPage()
{
Debug.Log(currentPage);
if (currentPage > 0)
{
currentPage--;
@ -130,308 +131,196 @@ public class LevelEditor : MonoBehaviour
}
}
#endregion
#region Placement
void SelectPrefab(GameObject prefab)
{
if (isPlacingBlock) return;
string name = prefab.name.ToLower();
if (name.Contains("portal"))
currentScale = new Vector3(0.5f, 0.5f, 1);
else if (name.Contains("small"))
currentScale = new Vector3(0.15f, 0.07f, 1);
else if (name.Contains("spike"))
currentScale = new Vector3(0.15f, 0.15f, 1);
else if (name.Contains("block"))
currentScale = new Vector3(0.2f, 0.2f, 1);
else if (name.Contains("bonus"))
currentScale = new Vector3(0.3f, 0.3f, 1);
else
currentScale = new Vector3(1f, 1f, 1);
currentScale = DetermineScaleFromName(prefab.name);
InstantiateAndPrepare(prefab, currentScale);
}
void Update()
Vector3 DetermineScaleFromName(string name)
{
// Déplacement de l'objet en cours de placement
if (isPlacingBlock && currentBlock != null)
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);
}
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();
if (!currentBlock.name.ToLower().Contains("portal"))
{
Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
currentBlock.transform.position = new Vector3(Mathf.Round(mousePos.x), Mathf.Round(mousePos.y), -1);
if (currentBlock != null && Input.GetKeyDown(KeyCode.R))
float scroll = Input.GetAxis("Mouse ScrollWheel");
if (scroll != 0)
{
HandleBlockRotation(); // ✅ Nouvelle rotation
}
if (!currentBlock.name.ToLower().Contains("portal"))
{
float scroll = Input.GetAxis("Mouse ScrollWheel");
if (scroll != 0)
{
float newScale = Mathf.Max(0.1f, currentScale.x + scroll * scaleStep);
currentScale = new Vector3(newScale, newScale, 1);
currentBlock.transform.localScale = currentScale;
}
}
if (Input.GetMouseButtonDown(0))
{
Collider2D[] overlaps = Physics2D.OverlapBoxAll(
currentBlock.transform.position,
currentBlock.GetComponent<Collider2D>().bounds.size,
0f
);
if (overlaps.Length > 1)
{
Debug.Log("Placement annulé : un objet est déjà présent à cet endroit.");
return;
}
PlaceBlock();
float newScale = Mathf.Max(0.1f, currentScale.x + scroll * scaleStep);
currentScale = new Vector3(newScale, newScale, 1);
currentBlock.transform.localScale = currentScale;
}
}
else if (Input.GetMouseButtonDown(0)) // Clic gauche pour reprendre un objet déjà placé
if (Input.GetMouseButtonDown(0))
{
if (!IsPlacementValid())
{
Debug.Log("Placement annulé : collision.");
return;
}
PlaceBlock();
}
}
bool IsPlacementValid()
{
Collider2D[] overlaps = Physics2D.OverlapBoxAll(
currentBlock.transform.position,
currentBlock.GetComponent<Collider2D>().bounds.size,
0f
);
foreach (var col in overlaps)
{
if (col.transform.root == currentBlock.transform || col.CompareTag("Ground"))
continue;
return false;
}
return true;
}
void HandleBlockSelection()
{
if (Input.GetMouseButtonDown(0))
{
Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Collider2D hit = Physics2D.OverlapPoint(mousePos);
if (hit != null && hit.transform != null)
if (hit != null && !hit.CompareTag("Ground"))
{
if (hit.CompareTag("Ground"))
{
Debug.Log("Impossible de déplacer le sol (tag Ground).");
return;
}
currentBlock = hit.gameObject;
isPlacingBlock = true;
currentScale = currentBlock.transform.localScale;
Debug.Log($"Déplacement de l'objet : {currentBlock.name}");
return;
Debug.Log($"Bloc sélectionné : {currentBlock.name}");
}
}
// Redimensionnement d'un objet déjà placé
if (Input.GetMouseButtonDown(0) && Input.GetKey(KeyCode.LeftShift) && !isPlacingBlock)
{
Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Collider2D hit = Physics2D.OverlapPoint(mousePos);
if (hit != null && hit.transform != null && !hit.CompareTag("Ground"))
{
resizingTarget = hit.gameObject;
originalMousePos = mousePos;
originalScale = resizingTarget.transform.localScale;
Vector2 localClick = mousePos - (Vector2)resizingTarget.transform.position;
float ratio = resizingTarget.GetComponent<Collider2D>().bounds.size.x /
resizingTarget.GetComponent<Collider2D>().bounds.size.y;
currentResizeAxis = Mathf.Abs(localClick.x) > Mathf.Abs(localClick.y * ratio)
? ResizeAxis.Horizontal
: ResizeAxis.Vertical;
isResizing = true;
Debug.Log($"Début de redimensionnement : {resizingTarget.name}, axe = {currentResizeAxis}");
}
}
if (isResizing && resizingTarget != null)
{
Vector3 currentMousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector3 delta = currentMousePos - originalMousePos;
Vector3 newScale = originalScale;
if (currentResizeAxis == ResizeAxis.Horizontal)
newScale.x = Mathf.Max(0.1f, originalScale.x + delta.x);
else if (currentResizeAxis == ResizeAxis.Vertical)
newScale.y = Mathf.Max(0.1f, originalScale.y + delta.y);
// Temporarily apply the new scale for collision testing
Vector3 originalPos = resizingTarget.transform.position;
resizingTarget.transform.localScale = newScale;
Bounds bounds = resizingTarget.GetComponent<Collider2D>().bounds;
Collider2D[] overlaps = Physics2D.OverlapBoxAll(bounds.center, bounds.size, 0f);
bool hasCollision = false;
foreach (var col in overlaps)
{
if (col.gameObject != resizingTarget)
{
hasCollision = true;
break;
}
}
if (hasCollision)
{
resizingTarget.transform.localScale = originalScale; // revert
Debug.Log("Étirement annulé : collision détectée.");
}
if (Input.GetMouseButtonUp(0))
{
isResizing = false;
resizingTarget = null;
currentResizeAxis = ResizeAxis.None;
}
}
// Clic droit pour supprimer un objet déjà placé (sauf le sol)
if (Input.GetMouseButtonDown(1))
{
Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Collider2D hit = Physics2D.OverlapPoint(mousePos);
if (hit != null && hit.transform != null)
{
if (hit.CompareTag("Ground"))
{
Debug.Log("Impossible de supprimer le sol (tag Ground).");
return;
}
Destroy(hit.gameObject);
Debug.Log($"Objet supprimé : {hit.name}");
}
}
}
void PlaceBlock()
{
bool skipVerticalSnap = false;
string name = currentBlock.name.ToLower();
if (currentBlock.name.ToLower().Contains("smallobstacle") || currentBlock.name.ToLower().Contains("portal"))
bool grounded = name.Contains("spike") || name.Contains("bonus") || name.Contains("smallobstacle");
if (grounded)
{
skipVerticalSnap = true; // On saute l'alignement vertical pour ces cas-là
StickBlockToGround();
}
else if (!ShouldSkipVerticalSnap(name))
{
SnapBlockVertically();
TrySnapToNearbyBlock(); // ✅ seulement ici
}
else
{
TrySnapToNearbyBlock(); // ex: autres blocs
}
if (!skipVerticalSnap)
{
Vector2 origin = currentBlock.transform.position;
RaycastHit2D[] hitsBelow = Physics2D.RaycastAll(origin, Vector2.down, 100f);
float highestY = -Mathf.Infinity;
GameObject bestTargetBelow = null;
foreach (var hit in hitsBelow)
{
if (hit.collider != null && hit.collider.gameObject != currentBlock)
{
float topOfObject = hit.collider.bounds.max.y;
if (topOfObject > highestY)
{
highestY = topOfObject;
bestTargetBelow = hit.collider.gameObject;
}
}
}
if (bestTargetBelow != null)
{
float height = currentBlock.GetComponent<Collider2D>().bounds.size.y;
currentBlock.transform.position = new Vector3(currentBlock.transform.position.x, highestY + height / 2f, -1);
}
else
{
float height = currentBlock.GetComponent<Collider2D>().bounds.size.y;
currentBlock.transform.position = new Vector3(currentBlock.transform.position.x, height / 2f, -1);
}
}
// ➔ Toujours essayer de snap sur la droite et en bas même pour Portal et SmallObstacle
TrySnapToNearbyBlock();
isPlacingBlock = false;
currentBlock = null;
}
private void TrySnapToNearbyBlock()
void StickBlockToGround()
{
if (currentBlock == null)
return;
Collider2D col = currentBlock.GetComponent<Collider2D>();
Bounds bounds = col.bounds;
Collider2D blockCollider = currentBlock.GetComponent<Collider2D>();
Bounds bounds = blockCollider.bounds;
Vector2 origin = new Vector2(bounds.center.x, bounds.min.y);
float rayLength = 100f; // on descend loin pour être sûr de toucher le sol
float snapDistance = 1f; // Distance de snap (en Unity units)
RaycastHit2D hit = Physics2D.Raycast(origin, Vector2.down, rayLength);
// Zone de scan à droite
Vector2 rightAreaStart = new Vector2(bounds.max.x, bounds.min.y);
Vector2 rightAreaEnd = new Vector2(bounds.max.x + snapDistance, bounds.max.y);
// Zone de scan à gauche
Vector2 leftAreaStart = new Vector2(bounds.min.x - snapDistance, bounds.min.y);
Vector2 leftAreaEnd = new Vector2(bounds.min.x, bounds.max.y);
// Zone de scan en dessous
Vector2 bottomAreaStart = new Vector2(bounds.min.x, bounds.min.y - snapDistance);
Vector2 bottomAreaEnd = new Vector2(bounds.max.x, bounds.min.y);
// Zone de scan au dessus
Vector2 topAreaStart = new Vector2(bounds.min.x, bounds.max.y);
Vector2 topAreaEnd = new Vector2(bounds.max.x, bounds.max.y + snapDistance);
Collider2D[] hitsRight = Physics2D.OverlapAreaAll(rightAreaStart, rightAreaEnd);
Collider2D[] hitsLeft = Physics2D.OverlapAreaAll(leftAreaStart, leftAreaEnd);
Collider2D[] hitsBelow = Physics2D.OverlapAreaAll(bottomAreaStart, bottomAreaEnd);
Collider2D[] hitsAbove = Physics2D.OverlapAreaAll(topAreaStart, topAreaEnd);
// ➔ Priorité : droite > gauche > bas > haut
foreach (var hit in hitsRight)
if (hit.collider != null && hit.collider.gameObject != currentBlock)
{
if (hit != null && hit.gameObject != currentBlock)
{
float theirLeft = hit.bounds.min.x;
float ourWidth = bounds.size.x;
currentBlock.transform.position = new Vector3(theirLeft - ourWidth / 2f, currentBlock.transform.position.y, -1);
Debug.Log("✅ Snap automatique à droite !");
return;
}
}
float topY = hit.collider.bounds.max.y;
float height = bounds.size.y;
float newY = topY + height / 2f;
foreach (var hit in hitsLeft)
{
if (hit != null && hit.gameObject != currentBlock)
{
float theirRight = hit.bounds.max.x;
float ourWidth = bounds.size.x;
currentBlock.transform.position = new Vector3(theirRight + ourWidth / 2f, currentBlock.transform.position.y, -1);
Debug.Log("✅ Snap automatique à gauche !");
return;
}
currentBlock.transform.position = new Vector3(currentBlock.transform.position.x, newY, -1f);
Debug.Log($"📌 Bloc descendu sur {hit.collider.name} à Y={newY}");
}
else
{
Debug.Log("❗ Aucun support trouvé en dessous pour aligner le bloc.");
}
}
bool ShouldSkipVerticalSnap(string name)
{
name = name.ToLower();
return name.Contains("smallobstacle") || name.Contains("portal");
}
void SnapBlockVertically()
{
Collider2D col = currentBlock.GetComponent<Collider2D>();
Bounds bounds = col.bounds;
float snapThreshold = 0.1f; // ➜ 0.1 unité = environ 2 pixels
Vector2 checkStart = new Vector2(bounds.min.x, bounds.min.y - snapThreshold);
Vector2 checkEnd = new Vector2(bounds.max.x, bounds.min.y);
Collider2D[] hitsBelow = Physics2D.OverlapAreaAll(checkStart, checkEnd);
float highestY = -Mathf.Infinity;
GameObject bestTarget = null;
foreach (var hit in hitsBelow)
{
if (hit != null && hit.gameObject != currentBlock)
if (hit == null || hit.gameObject == currentBlock || hit.transform.IsChildOf(currentBlock.transform))
continue;
float top = hit.bounds.max.y;
if (top > highestY)
{
float theirTop = hit.bounds.max.y;
float ourHeight = bounds.size.y;
currentBlock.transform.position = new Vector3(currentBlock.transform.position.x, theirTop + ourHeight / 2f, -1);
Debug.Log("✅ Snap automatique en bas !");
return;
highestY = top;
bestTarget = hit.gameObject;
}
}
foreach (var hit in hitsAbove)
if (bestTarget != null)
{
if (hit != null && hit.gameObject != currentBlock)
{
float theirBottom = hit.bounds.min.y;
float ourHeight = bounds.size.y;
currentBlock.transform.position = new Vector3(currentBlock.transform.position.x, theirBottom - ourHeight / 2f, -1);
Debug.Log("✅ Snap automatique en haut !");
return;
}
float blockHeight = bounds.size.y;
float snapY = highestY + blockHeight / 2f;
currentBlock.transform.position = new Vector3(currentBlock.transform.position.x, snapY, -1f);
Debug.Log($"✅ Snap vertical à {snapY} sur {bestTarget.name}");
}
else
{
Debug.Log("❌ Aucun bloc trouvé assez proche en dessous pour snap.");
}
}
void InstantiateAndPrepare(GameObject prefab, Vector3? scaleOverride = null)
{
GameObject obj = Instantiate(prefab);
@ -439,15 +328,194 @@ public class LevelEditor : MonoBehaviour
obj.transform.localScale = scaleOverride ?? currentScale;
try { obj.tag = prefab.name; }
catch { Debug.LogWarning($"Le tag '{prefab.name}' n'existe pas. Ajoutez-le dans Project Settings > Tags."); }
catch { Debug.LogWarning($"Le tag '{prefab.name}' est manquant."); }
currentBlock = obj;
isPlacingBlock = true;
}
private void HandleBlockRotation()
void HandleBlockRotation()
{
currentBlock.transform.Rotate(0f, 0f, -90f); // ➔ Rotation de 90° dans le sens horaire
currentBlock.transform.Rotate(0f, 0f, -90f);
Debug.Log("🔄 Bloc pivoté de 90° !");
}
#endregion
#region Resizing & Deletion
void HandleBlockResizing()
{
if (Input.GetMouseButtonDown(0) && Input.GetKey(KeyCode.LeftShift) && !isPlacingBlock)
{
Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Collider2D hit = Physics2D.OverlapPoint(mousePos);
if (hit != null && !hit.CompareTag("Ground"))
{
BeginResizing(hit.gameObject, mousePos);
}
}
if (isResizing && resizingTarget != null)
{
PerformResizing();
}
}
void BeginResizing(GameObject target, Vector2 mousePos)
{
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)
? ResizeAxis.Horizontal
: ResizeAxis.Vertical;
isResizing = true;
Debug.Log($"🧰 Début du redimensionnement : {target.name} (axe : {currentResizeAxis})");
}
void PerformResizing()
{
Vector3 currentMousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector3 delta = currentMousePos - originalMousePos;
Vector3 newScale = originalScale;
if (currentResizeAxis == ResizeAxis.Horizontal)
newScale.x = Mathf.Max(0.1f, originalScale.x + delta.x);
else if (currentResizeAxis == ResizeAxis.Vertical)
newScale.y = Mathf.Max(0.1f, originalScale.y + delta.y);
resizingTarget.transform.localScale = newScale;
if (IsOverlapping(resizingTarget))
{
resizingTarget.transform.localScale = originalScale;
Debug.Log("❌ Redimensionnement annulé : collision.");
}
if (Input.GetMouseButtonUp(0))
{
isResizing = false;
resizingTarget = null;
currentResizeAxis = ResizeAxis.None;
Debug.Log("✅ Fin du redimensionnement");
}
}
bool IsOverlapping(GameObject obj)
{
Bounds bounds = obj.GetComponent<Collider2D>().bounds;
Collider2D[] overlaps = Physics2D.OverlapBoxAll(bounds.center, bounds.size, 0f);
foreach (var col in overlaps)
{
if (col.gameObject != obj)
return true;
}
return false;
}
void HandleBlockDeletion()
{
if (Input.GetMouseButtonDown(1))
{
Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Collider2D hit = Physics2D.OverlapPoint(mousePos);
if (hit != null && !hit.CompareTag("Ground"))
{
GameObject toDestroy = hit.gameObject;
// ✅ Cas spécial : ObstacleBlock ou ses enfants
if (toDestroy.name.Contains("ObstacleSafer") || toDestroy.name.Contains("ObstacleKiller"))
{
Transform parent = toDestroy.transform.parent;
if (parent != null && parent.name.Contains("ObstacleBlock"))
{
toDestroy = parent.gameObject;
}
}
if (toDestroy == currentBlock)
{
currentBlock = null;
isPlacingBlock = false;
}
Destroy(toDestroy);
Debug.Log($"🗑️ Supprimé : {toDestroy.name}");
}
}
}
#endregion
#region Utility
bool IsPointerOverUI()
{
return EventSystem.current != null && EventSystem.current.IsPointerOverGameObject();
}
void TrySnapToNearbyBlock()
{
if (currentBlock == null) return;
Collider2D blockCollider = currentBlock.GetComponent<Collider2D>();
Bounds bounds = blockCollider.bounds;
float snapDistance = 1f;
Vector2[] directions =
{
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 (hit != null && hit.gameObject != currentBlock)
{
SnapToTarget(hit, dir);
return;
}
}
}
}
void SnapToTarget(Collider2D hit, Vector2 dir)
{
Bounds hitBounds = hit.bounds;
Bounds ourBounds = currentBlock.GetComponent<Collider2D>().bounds;
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);
}
public void Save()
{
// TODO : Sauvegarde du niveau
}
#endregion
}