feat: level progression (#46)

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Théo LUDWIG 2025-03-17 18:28:27 +01:00 committed by GitHub
parent a9bd2a0048
commit 872772d3f0
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18 changed files with 1717 additions and 35 deletions

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@ -1,6 +0,0 @@
{
"name": "Test Level",
"musicName": "BackOnTrack",
"order": 3,
"elements": []
}

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@ -1,7 +0,0 @@
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File diff suppressed because it is too large Load Diff

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@ -1556,7 +1556,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: -0.000013351, y: -147.36}
m_AnchoredPosition: {x: -52.318, y: -147.36}
m_SizeDelta: {x: 629.6868, y: 98.2373}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &1571276506
@ -1592,7 +1592,7 @@ MonoBehaviour:
m_HorizontalOverflow: 0
m_VerticalOverflow: 0
m_LineSpacing: 1
m_Text: 'Progression:'
m_Text: 'Progression Max:'
--- !u!222 &1571276507
CanvasRenderer:
m_ObjectHideFlags: 0

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@ -16,9 +16,12 @@ public class LevelElement
[System.Serializable]
public class Level
{
public static readonly int LAST_X = 15;
public string JsonName { get; set; }
public int TotalJumps { get; set; }
public int TotalAttempts { get; set; }
public int ProgressionPercent { get; set; }
public int ProgressionPercentMax { get; set; }
public string name;
public string musicName;
@ -26,6 +29,20 @@ public class Level
public List<LevelElement> elements;
public float LastX
{
get
{
LevelElement lastElement = elements[^1];
float lastX = LAST_X;
if (lastElement != null)
{
lastX += lastElement.x;
}
return lastX;
}
}
public static Level CreateFromJSON(string jsonString)
{
return JsonUtility.FromJson<Level>(jsonString);

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@ -1,10 +1,12 @@
using UnityEngine;
using UnityEngine.UI;
using System.IO;
public class LevelLoader : MonoBehaviour
{
public LevelsLoader levelsLoader;
public AudioSource audioSource;
public Text progressionText;
private GameObject GetPrefab(string type)
{
@ -31,14 +33,7 @@ public class LevelLoader : MonoBehaviour
instance.transform.localScale = new Vector3(newScaleX, newScaleY, originalScale.z);
}
LevelElement lastElement = current.elements[^1];
float lastX = 15;
if (lastElement != null)
{
lastX += lastElement.x;
}
Instantiate(GetPrefab("WinnerWall"), new Vector3(lastX, 0, 0), Quaternion.Euler(0, 0, 90));
Instantiate(GetPrefab("WinnerWall"), new Vector3(current.LastX, 0, 0), Quaternion.Euler(0, 0, 90));
}
public void Start()
@ -52,6 +47,7 @@ public class LevelLoader : MonoBehaviour
public void Update()
{
Level current = levelsLoader.levelCurrent;
progressionText.text = current.ProgressionPercent + "%";
}
}

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@ -7,6 +7,7 @@ public class LevelStat
public int totalJumps;
public int totalAttempts;
public int progressionPercent;
public static LevelStat CreateFromJSON(string jsonString)
{

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@ -1,6 +1,7 @@
using UnityEngine;
using System.Collections.Generic;
using System.IO;
using System;
public class LevelsLoader : MonoBehaviour
{
@ -33,11 +34,14 @@ public class LevelsLoader : MonoBehaviour
level.JsonName = jsonTextFile.name;
level.TotalAttempts = 0;
level.TotalJumps = 0;
level.ProgressionPercent = 0;
level.ProgressionPercentMax = 0;
if (levelStatsMap.TryGetValue(level.JsonName, out LevelStat levelStat))
{
level.TotalJumps = levelStat.totalJumps;
level.TotalAttempts = levelStat.totalAttempts;
level.TotalJumps = levelStat.totalJumps;
level.ProgressionPercentMax = levelStat.progressionPercent;
}
else
{
@ -59,7 +63,8 @@ public class LevelsLoader : MonoBehaviour
{
JsonName = levelCurrent.JsonName,
totalJumps = levelCurrent.TotalJumps,
totalAttempts = levelCurrent.TotalAttempts
totalAttempts = levelCurrent.TotalAttempts,
progressionPercent = levelCurrent.ProgressionPercentMax,
};
string levelStatJson = JsonUtility.ToJson(levelStat, true) + "\n";
File.WriteAllText(Path.Combine(Application.dataPath, "Resources", "LevelsStats", levelCurrent.JsonName + ".json"), levelStatJson);
@ -88,4 +93,22 @@ public class LevelsLoader : MonoBehaviour
levelCurrent.TotalAttempts += 1;
SaveLevelCurrent();
}
public int CalculateCurrentProgressionPercent(Vector3 playerPosition)
{
float lastX = levelCurrent.LastX;
GameObject winnerWallPrefab = Resources.Load<GameObject>("Prefabs/WinnerWall");
float winnerWallWidth = winnerWallPrefab.GetComponent<Renderer>().bounds.size.x;
float marginError = 0.5f;
float totalDistance = lastX - (winnerWallWidth / 2) - marginError;
float rawPercentage = (playerPosition.x / totalDistance) * 100;
int clampedPercentage = Mathf.Clamp(Mathf.RoundToInt(rawPercentage), 0, 100);
levelCurrent.ProgressionPercent = clampedPercentage;
levelCurrent.ProgressionPercentMax = Math.Max(levelCurrent.ProgressionPercentMax, levelCurrent.ProgressionPercent);
SaveLevelCurrent();
return clampedPercentage;
}
}

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@ -9,7 +9,7 @@ public class LevelProgression : MonoBehaviour
private string GetText()
{
return "Progression: ";
return "Progression Max: " + levelsLoader.levelCurrent.ProgressionPercentMax + "%";
}
public void Start()

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@ -0,0 +1,33 @@
using UnityEngine;
using UnityEngine.SceneManagement;
public class PauseMenu : MonoBehaviour
{
public GameObject pauseMenu;
public GameObject pauseButton;
public LevelLoader levelLoader;
public void Pause()
{
Time.timeScale = 0;
levelLoader.audioSource.Pause();
pauseMenu.SetActive(true);
pauseButton.SetActive(false);
}
public void Home()
{
Time.timeScale = 1;
SceneManager.LoadScene("HomeScene");
}
public void Resume()
{
Time.timeScale = 1;
levelLoader.audioSource.Play();
pauseMenu.SetActive(false);
pauseButton.SetActive(true);
}
}

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@ -0,0 +1,2 @@
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@ -42,6 +42,7 @@ public class Player : MonoBehaviour
public void Update()
{
CurrentGameMode.Update(this);
LevelsLoader.CalculateCurrentProgressionPercent(transform.position);
}
public void OnCollisionEnter2D(Collision2D collision)

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@ -8,8 +8,6 @@ TagManager:
- Win
- LevelsLoader
- LevelLoader
- CubePortal
- ShipPortal
layers:
- Default
- TransparentFX