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https://github.com/boudji-ludwig-pett/cnam-geometry-dash.git
synced 2025-05-18 12:02:58 +02:00
feat: init AI (#60)
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19
Assets/AI.cs
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19
Assets/AI.cs
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using UnityEngine;
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using UnityEngine.UI;
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public class AI : MonoBehaviour
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{
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public Toggle AIToggle;
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public Player player;
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public void OnAiChange()
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{
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player.IsAI = AIToggle.isOn;
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}
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public void Awake()
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{
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AIToggle = GetComponent<Toggle>();
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AIToggle.isOn = player.IsAI;
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}
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}
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m_AnchoredPosition: {x: -424.55, y: -273.6}
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m_SizeDelta: {x: 60.1819, y: 50.9705}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &2145558730
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--- !u!1660057539 &9223372036854775807
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SceneRoots:
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m_ObjectHideFlags: 0
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@ -5,4 +5,6 @@ public interface IGameMode
|
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void Update(Player player);
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void OnCollisionEnter(Player player, Collision2D collision);
|
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void OnCollisionExit(Player player, Collision2D collision);
|
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|
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void Jump(Player player);
|
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}
|
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|
@ -38,7 +38,7 @@ public class NormalGameMode : IGameMode
|
||||
UpdateParticlePositionAndRotation(player);
|
||||
}
|
||||
|
||||
private void Jump(Player player)
|
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public void Jump(Player player)
|
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{
|
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player.RigidBody.linearVelocity = new Vector2(player.RigidBody.linearVelocity.x, 0);
|
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player.RigidBody.AddForce(Vector2.up * JumpForce, ForceMode2D.Impulse);
|
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|
@ -55,7 +55,7 @@ public class ShipGameMode : IGameMode
|
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return angle;
|
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}
|
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|
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private void Jump(Player player)
|
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public void Jump(Player player)
|
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{
|
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player.RigidBody.linearVelocity = new Vector2(player.RigidBody.linearVelocity.x, 0);
|
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player.RigidBody.AddForce(Vector2.up * JumpForce, ForceMode2D.Impulse);
|
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|
@ -38,6 +38,11 @@ public class LevelLoader : MonoBehaviour
|
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GameObject prefab = GetPrefab(element.type);
|
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GameObject instance = Instantiate(prefab, new Vector3(element.x, element.y, 0), Quaternion.identity);
|
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|
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// if (prefab.CompareTag("Kill"))
|
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// {
|
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Instantiate(Resources.Load<GameObject>("AICollider"), new Vector3(element.x - 1, element.y, 0), Quaternion.identity);
|
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// }
|
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|
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Vector3 originalScale = instance.transform.localScale;
|
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float newScaleX = element.scaleX > 0 ? element.scaleX : originalScale.x;
|
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float newScaleY = element.scaleY > 0 ? element.scaleY : originalScale.y;
|
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|
@ -24,9 +24,13 @@ public class Player : MonoBehaviour
|
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|
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GameObject loaderObj = GameObject.FindGameObjectWithTag("LevelsLoader");
|
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if (loaderObj != null)
|
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{
|
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LevelsLoader = loaderObj.GetComponent<LevelsLoader>();
|
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}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("LevelsLoader introuvable : Progression désactivée pour ce niveau.");
|
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}
|
||||
}
|
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|
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public void Start()
|
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@ -38,13 +42,33 @@ public class Player : MonoBehaviour
|
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CurrentGameMode = new NormalGameMode();
|
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}
|
||||
|
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public bool IsAI
|
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{
|
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get
|
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{
|
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if (PlayerPrefs.HasKey("AI"))
|
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{
|
||||
return PlayerPrefs.GetInt("AI") == 1;
|
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}
|
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else
|
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{
|
||||
return false;
|
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}
|
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}
|
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set
|
||||
{
|
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PlayerPrefs.SetInt("AI", value ? 1 : 0);
|
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}
|
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}
|
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|
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public void Update()
|
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{
|
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if (CurrentGameMode != null)
|
||||
CurrentGameMode.Update(this);
|
||||
CurrentGameMode?.Update(this);
|
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|
||||
if (LevelsLoader != null)
|
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{
|
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LevelsLoader.CalculateCurrentProgressionPercent(transform.position);
|
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}
|
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}
|
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|
||||
public virtual void OnCollisionEnter2D(Collision2D collision)
|
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@ -79,6 +103,10 @@ public class Player : MonoBehaviour
|
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SpeedMultiplier /= 1.5f;
|
||||
Destroy(collision.gameObject);
|
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}
|
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else if (collision.CompareTag("AICollider") && IsAI)
|
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{
|
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CurrentGameMode.Jump(this);
|
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}
|
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}
|
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|
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public void ChangeGameMode(IGameMode newMode)
|
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|
@ -3,12 +3,12 @@
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--- !u!19 &1
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Physics2DSettings:
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m_ObjectHideFlags: 0
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serializedVersion: 5
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serializedVersion: 6
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m_Gravity: {x: 0, y: -9.81}
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m_DefaultMaterial: {fileID: 0}
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m_VelocityIterations: 8
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m_PositionIterations: 3
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m_VelocityThreshold: 1
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m_BounceThreshold: 1
|
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m_MaxLinearCorrection: 0.2
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m_MaxAngularCorrection: 8
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m_MaxTranslationSpeed: 100
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@ -19,6 +19,7 @@ Physics2DSettings:
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m_LinearSleepTolerance: 0.01
|
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m_AngularSleepTolerance: 2
|
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m_DefaultContactOffset: 0.01
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m_ContactThreshold: 0
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m_JobOptions:
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serializedVersion: 2
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useMultithreading: 0
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@ -39,18 +40,17 @@ Physics2DSettings:
|
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m_IslandSolverBodiesPerJob: 50
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m_IslandSolverContactsPerJob: 50
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m_SimulationMode: 0
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m_SimulationLayers:
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serializedVersion: 2
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m_Bits: 4294967295
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m_MaxSubStepCount: 4
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m_MinSubStepFPS: 30
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m_UseSubStepping: 0
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m_UseSubStepContacts: 0
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m_QueriesHitTriggers: 1
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m_QueriesStartInColliders: 1
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m_CallbacksOnDisable: 1
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m_ReuseCollisionCallbacks: 1
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m_AutoSyncTransforms: 0
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m_AlwaysShowColliders: 0
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m_ShowColliderSleep: 1
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m_ShowColliderContacts: 0
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m_ShowColliderAABB: 0
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m_ContactArrowScale: 0.2
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m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412}
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m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432}
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m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745}
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m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804}
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m_GizmoOptions: 8
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m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
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|
@ -18,7 +18,7 @@ TagManager:
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- PortalButtonGroup
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- BonusBoostSpeed
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- BonusSlowSpeed
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- Ground
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- AICollider
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layers:
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- Default
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- TransparentFX
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|
Loading…
x
Reference in New Issue
Block a user