mirror of
				https://github.com/boudji-ludwig-pett/cnam-geometry-dash.git
				synced 2025-06-27 11:58:51 +02:00 
			
		
		
		
	chore: clean up Debug.Log
This commit is contained in:
		@@ -166,7 +166,6 @@ public class LevelEditor : MonoBehaviour
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        {
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					        {
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            if (!IsPlacementValid())
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					            if (!IsPlacementValid())
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            {
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					            {
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                Debug.Log("Placement invalide : collision.");
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                return;
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					                return;
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            }
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					            }
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            PlaceBlock();
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					            PlaceBlock();
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@@ -201,7 +200,6 @@ public class LevelEditor : MonoBehaviour
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            currentBlock = sel;
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					            currentBlock = sel;
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            isPlacingBlock = true;
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					            isPlacingBlock = true;
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            currentScale = currentBlock.transform.localScale;
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					            currentScale = currentBlock.transform.localScale;
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            Debug.Log($"Sélection : {sel.name}");
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        }
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					        }
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    }
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					    }
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    void PlaceBlock()
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					    void PlaceBlock()
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@@ -211,7 +209,6 @@ public class LevelEditor : MonoBehaviour
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        if (isSpikeType)
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					        if (isSpikeType)
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        {
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					        {
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            // 1) Bloquer si on perçoit un spike de même type dans la direction de snap
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            if (IsBlockedBySameTypeInSnapDirection())
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					            if (IsBlockedBySameTypeInSnapDirection())
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            {
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					            {
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                Debug.LogError("Impossible de poser un spike sur un autre spike !");
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					                Debug.LogError("Impossible de poser un spike sur un autre spike !");
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@@ -219,7 +216,6 @@ public class LevelEditor : MonoBehaviour
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            }
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					            }
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            else
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					            else
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            {
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					            {
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                // 2) On snap dans la direction (down/left/up/right), et on détruit si aucun support
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                if (!SnapSpikeByRotation())
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					                if (!SnapSpikeByRotation())
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                {
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					                {
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                    Debug.LogError("Impossible de poser un spike dans le vide !");
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					                    Debug.LogError("Impossible de poser un spike dans le vide !");
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@@ -227,14 +223,12 @@ public class LevelEditor : MonoBehaviour
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                }
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					                }
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                else
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					                else
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                {
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					                {
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                    // 3) On fait l’ajustement fin (si besoin)
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                    TrySnapToNearbyBlock();
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					                    TrySnapToNearbyBlock();
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                }
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					                }
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            }
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					            }
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        }
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					        }
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        else
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					        else
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        {
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					        {
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            // tous les autres blocs
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            TrySnapToNearbyBlock();
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					            TrySnapToNearbyBlock();
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        }
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					        }
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@@ -242,16 +236,11 @@ public class LevelEditor : MonoBehaviour
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        currentBlock = null;
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					        currentBlock = null;
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    }
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					    }
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    /// <summary>
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    /// Vérifie qu’il n’y ait pas déjà un spike/smallspike/killzone
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    /// juste devant le spike selon sa rotation.
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    /// </summary>
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    bool IsBlockedBySameTypeInSnapDirection()
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					    bool IsBlockedBySameTypeInSnapDirection()
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    {
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					    {
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        var col = currentBlock.GetComponent<Collider2D>();
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					        var col = currentBlock.GetComponent<Collider2D>();
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        var b = col.bounds;
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					        var b = col.bounds;
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        // 1) Détermine direction de snap (0→down,1→left,2→up,3→right)
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        int rot = (Mathf.RoundToInt(currentBlock.transform.eulerAngles.z / 90) % 4 + 4) % 4;
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					        int rot = (Mathf.RoundToInt(currentBlock.transform.eulerAngles.z / 90) % 4 + 4) % 4;
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        Vector2 dir = rot switch
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					        Vector2 dir = rot switch
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        {
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					        {
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@@ -261,17 +250,15 @@ public class LevelEditor : MonoBehaviour
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            _ => Vector2.down
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					            _ => Vector2.down
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        };
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					        };
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        // 2) Origine : on place la « boîte » juste en bordure du sprite
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        float offset = 0.01f;
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					        float offset = 0.01f;
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        Vector2 origin = rot switch
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					        Vector2 origin = rot switch
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        {
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					        {
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            1 => new Vector2(b.min.x - offset, b.center.y),    // gauche
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					            1 => new Vector2(b.min.x - offset, b.center.y),    // left
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            3 => new Vector2(b.max.x + offset, b.center.y),    // droite
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					            3 => new Vector2(b.max.x + offset, b.center.y),    // right
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            2 => new Vector2(b.center.x, b.max.y + offset), // haut
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					            2 => new Vector2(b.center.x, b.max.y + offset), // top
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            _ => new Vector2(b.center.x, b.min.y - offset)  // bas
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					            _ => new Vector2(b.center.x, b.min.y - offset)  // bottom
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        };
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					        };
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        // 3) On box‐cast exactement la taille du sprite pour 100 unités
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        RaycastHit2D[] hits = Physics2D.BoxCastAll(
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					        RaycastHit2D[] hits = Physics2D.BoxCastAll(
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            origin,
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					            origin,
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            b.size,
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					            b.size,
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@@ -293,11 +280,9 @@ public class LevelEditor : MonoBehaviour
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            if (meIsSpikeFamily && otherIsSpikeFamily)
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					            if (meIsSpikeFamily && otherIsSpikeFamily)
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            {
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					            {
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                // on bloque absolument tout chevauchement entre ces trois types
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                return true;
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					                return true;
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            }
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					            }
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            // si on tape autre chose (sol, block, bonus…), on arrête le scan
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            break;
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					            break;
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        }
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					        }
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@@ -306,13 +291,11 @@ public class LevelEditor : MonoBehaviour
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    bool SnapSpikeByRotation()
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					    bool SnapSpikeByRotation()
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    {
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					    {
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        // Récupère bounds et demi-tailles
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        var col = currentBlock.GetComponent<Collider2D>();
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					        var col = currentBlock.GetComponent<Collider2D>();
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        var b = col.bounds;
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					        var b = col.bounds;
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        float hw = b.extents.x;
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					        float hw = b.extents.x;
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        float hh = b.extents.y;
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					        float hh = b.extents.y;
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        // 1) Détermine la rotation en quarts de tour : 0→down, 1→left, 2→up, 3→right
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        int rot = ((Mathf.RoundToInt(currentBlock.transform.eulerAngles.z / 90f) % 4) + 4) % 4;
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					        int rot = ((Mathf.RoundToInt(currentBlock.transform.eulerAngles.z / 90f) % 4) + 4) % 4;
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        Vector2 dir;
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					        Vector2 dir;
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        switch (rot)
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					        switch (rot)
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@@ -323,12 +306,10 @@ public class LevelEditor : MonoBehaviour
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            default: dir = Vector2.down; break;
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					            default: dir = Vector2.down; break;
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        }
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					        }
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        // 2) Calcule 3 origines le long de la face « avant » du spike
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        const float eps = 0.01f;
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					        const float eps = 0.01f;
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        List<Vector2> origins = new List<Vector2>();
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					        List<Vector2> origins = new List<Vector2>();
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        if (dir == Vector2.down || dir == Vector2.up)
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					        if (dir == Vector2.down || dir == Vector2.up)
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        {
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					        {
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            // face inférieure ou supérieure → balaye l’axe X
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            float y0 = (dir == Vector2.down) ? b.min.y - eps : b.max.y + eps;
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					            float y0 = (dir == Vector2.down) ? b.min.y - eps : b.max.y + eps;
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            origins.Add(new Vector2(b.min.x + 0.1f * b.size.x, y0));
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					            origins.Add(new Vector2(b.min.x + 0.1f * b.size.x, y0));
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            origins.Add(new Vector2(b.center.x, y0));
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					            origins.Add(new Vector2(b.center.x, y0));
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@@ -336,14 +317,12 @@ public class LevelEditor : MonoBehaviour
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        }
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					        }
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        else
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					        else
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        {
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					        {
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            // face gauche ou droite → balaye l’axe Y
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            float x0 = (dir == Vector2.left) ? b.min.x - eps : b.max.x + eps;
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					            float x0 = (dir == Vector2.left) ? b.min.x - eps : b.max.x + eps;
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            origins.Add(new Vector2(x0, b.min.y + 0.1f * b.size.y));
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					            origins.Add(new Vector2(x0, b.min.y + 0.1f * b.size.y));
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            origins.Add(new Vector2(x0, b.center.y));
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					            origins.Add(new Vector2(x0, b.center.y));
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            origins.Add(new Vector2(x0, b.max.y - 0.1f * b.size.y));
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					            origins.Add(new Vector2(x0, b.max.y - 0.1f * b.size.y));
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        }
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					        }
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        // 3) Pour chaque origine, on lance un RaycastAll et on garde le hit le plus proche
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        float bestDist = float.PositiveInfinity;
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					        float bestDist = float.PositiveInfinity;
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        RaycastHit2D bestHit = default;
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					        RaycastHit2D bestHit = default;
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        foreach (var o in origins)
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					        foreach (var o in origins)
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@@ -361,11 +340,9 @@ public class LevelEditor : MonoBehaviour
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            }
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					            }
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        }
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					        }
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        // 4) Aucun support trouvé → échec
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        if (bestHit.collider == null)
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					        if (bestHit.collider == null)
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            return false;
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					            return false;
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        // 5) Sinon, colle bord à bord
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        Vector3 p = currentBlock.transform.position;
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					        Vector3 p = currentBlock.transform.position;
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        if (dir == Vector2.down) p.y = bestHit.point.y + hh;
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					        if (dir == Vector2.down) p.y = bestHit.point.y + hh;
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        else if (dir == Vector2.up) p.y = bestHit.point.y - hh;
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					        else if (dir == Vector2.up) p.y = bestHit.point.y - hh;
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@@ -373,7 +350,6 @@ public class LevelEditor : MonoBehaviour
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        else if (dir == Vector2.right) p.x = bestHit.point.x - hw;
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					        else if (dir == Vector2.right) p.x = bestHit.point.x - hw;
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        currentBlock.transform.position = new Vector3(p.x, p.y, -1f);
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					        currentBlock.transform.position = new Vector3(p.x, p.y, -1f);
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        Debug.Log($"Spike snapé {dir} sur « {bestHit.collider.name} » à {currentBlock.transform.position}");
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        return true;
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					        return true;
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    }
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					    }
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@@ -406,7 +382,6 @@ public class LevelEditor : MonoBehaviour
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            ? ResizeAxis.Horizontal
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					            ? ResizeAxis.Horizontal
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            : ResizeAxis.Vertical;
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					            : ResizeAxis.Vertical;
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        isResizing = true;
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					        isResizing = true;
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        Debug.Log($"Début redim {tgt.name} (axe {currentResizeAxis})");
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    }
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					    }
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    void PerformResizing()
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					    void PerformResizing()
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@@ -422,14 +397,12 @@ public class LevelEditor : MonoBehaviour
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        if (IsOverlapping(resizingTarget))
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					        if (IsOverlapping(resizingTarget))
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        {
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					        {
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            resizingTarget.transform.localScale = originalScale;
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					            resizingTarget.transform.localScale = originalScale;
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            Debug.Log("Redim annulé : collision");
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        }
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					        }
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        if (Input.GetMouseButtonUp(0))
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					        if (Input.GetMouseButtonUp(0))
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        {
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					        {
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            isResizing = false;
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					            isResizing = false;
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            resizingTarget = null;
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					            resizingTarget = null;
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            currentResizeAxis = ResizeAxis.None;
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					            currentResizeAxis = ResizeAxis.None;
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            Debug.Log("Fin redim");
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					 | 
				
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        }
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					        }
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    }
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					    }
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@@ -455,7 +428,6 @@ public class LevelEditor : MonoBehaviour
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                toD = toD.transform.parent.gameObject;
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					                toD = toD.transform.parent.gameObject;
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            if (toD == currentBlock) { currentBlock = null; isPlacingBlock = false; }
 | 
					            if (toD == currentBlock) { currentBlock = null; isPlacingBlock = false; }
 | 
				
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            Destroy(toD);
 | 
					            Destroy(toD);
 | 
				
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            Debug.Log($"Supprimé {toD.name}");
 | 
					 | 
				
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        }
 | 
					        }
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    }
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					    }
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@@ -484,7 +456,6 @@ public class LevelEditor : MonoBehaviour
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			|||||||
            if (IsInvalidSnapTarget(h)) continue;
 | 
					            if (IsInvalidSnapTarget(h)) continue;
 | 
				
			||||||
            float newX = h.bounds.min.x - b.extents.x;
 | 
					            float newX = h.bounds.min.x - b.extents.x;
 | 
				
			||||||
            currentBlock.transform.position = new Vector3(newX, currentBlock.transform.position.y, -1f);
 | 
					            currentBlock.transform.position = new Vector3(newX, currentBlock.transform.position.y, -1f);
 | 
				
			||||||
            Debug.Log($"Snap horizontal à droite contre {h.name}");
 | 
					 | 
				
			||||||
            return;
 | 
					            return;
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@@ -496,7 +467,6 @@ public class LevelEditor : MonoBehaviour
 | 
				
			|||||||
            if (IsInvalidSnapTarget(h)) continue;
 | 
					            if (IsInvalidSnapTarget(h)) continue;
 | 
				
			||||||
            float newX = h.bounds.max.x + b.extents.x;
 | 
					            float newX = h.bounds.max.x + b.extents.x;
 | 
				
			||||||
            currentBlock.transform.position = new Vector3(newX, currentBlock.transform.position.y, -1f);
 | 
					            currentBlock.transform.position = new Vector3(newX, currentBlock.transform.position.y, -1f);
 | 
				
			||||||
            Debug.Log($"Snap horizontal à gauche contre {h.name}");
 | 
					 | 
				
			||||||
            return;
 | 
					            return;
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@@ -509,7 +479,6 @@ public class LevelEditor : MonoBehaviour
 | 
				
			|||||||
            if (IsInvalidSnapTarget(h)) continue;
 | 
					            if (IsInvalidSnapTarget(h)) continue;
 | 
				
			||||||
            float newY = h.bounds.max.y + b.extents.y;
 | 
					            float newY = h.bounds.max.y + b.extents.y;
 | 
				
			||||||
            currentBlock.transform.position = new Vector3(currentBlock.transform.position.x, newY, -1f);
 | 
					            currentBlock.transform.position = new Vector3(currentBlock.transform.position.x, newY, -1f);
 | 
				
			||||||
            Debug.Log($"Snap vertical (bas) contre {h.name}");
 | 
					 | 
				
			||||||
            return;
 | 
					            return;
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@@ -521,7 +490,6 @@ public class LevelEditor : MonoBehaviour
 | 
				
			|||||||
            if (IsInvalidSnapTarget(h)) continue;
 | 
					            if (IsInvalidSnapTarget(h)) continue;
 | 
				
			||||||
            float newY = h.bounds.min.y - b.extents.y;
 | 
					            float newY = h.bounds.min.y - b.extents.y;
 | 
				
			||||||
            currentBlock.transform.position = new Vector3(currentBlock.transform.position.x, newY, -1f);
 | 
					            currentBlock.transform.position = new Vector3(currentBlock.transform.position.x, newY, -1f);
 | 
				
			||||||
            Debug.Log($"Snap vertical (haut) contre {h.name}");
 | 
					 | 
				
			||||||
            return;
 | 
					            return;
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
@@ -554,7 +522,6 @@ public class LevelEditor : MonoBehaviour
 | 
				
			|||||||
    void HandleBlockRotation()
 | 
					    void HandleBlockRotation()
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        currentBlock.transform.Rotate(0, 0, -90f);
 | 
					        currentBlock.transform.Rotate(0, 0, -90f);
 | 
				
			||||||
        Debug.Log("Rotation 90°!");
 | 
					 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    void InstantiateAndPrepare(GameObject prefab, Vector3? scaleOverride = null)
 | 
					    void InstantiateAndPrepare(GameObject prefab, Vector3? scaleOverride = null)
 | 
				
			||||||
@@ -582,8 +549,6 @@ public class LevelEditor : MonoBehaviour
 | 
				
			|||||||
            Destroy(child.gameObject);
 | 
					            Destroy(child.gameObject);
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        Debug.Log("Éditeur vidé.");
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
        currentBlock = null;
 | 
					        currentBlock = null;
 | 
				
			||||||
        isPlacingBlock = false;
 | 
					        isPlacingBlock = false;
 | 
				
			||||||
        currentPage = 0;
 | 
					        currentPage = 0;
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -80,7 +80,6 @@ public class TestManager : MonoBehaviour
 | 
				
			|||||||
        currentPlayer.RigidBody.freezeRotation = true;
 | 
					        currentPlayer.RigidBody.freezeRotation = true;
 | 
				
			||||||
        currentPlayer.RigidBody.linearVelocity = Vector2.zero;
 | 
					        currentPlayer.RigidBody.linearVelocity = Vector2.zero;
 | 
				
			||||||
        currentPlayer.SpeedMultiplier = 1f;
 | 
					        currentPlayer.SpeedMultiplier = 1f;
 | 
				
			||||||
        // currentPlayer.SpriteRenderer.sprite = Resources.Load<Sprite>("Shapes/BaseSquare");
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
        currentPlayer.ChangeGameMode(gameMode);
 | 
					        currentPlayer.ChangeGameMode(gameMode);
 | 
				
			||||||
        isTesting = true;
 | 
					        isTesting = true;
 | 
				
			||||||
@@ -95,9 +94,7 @@ public class TestManager : MonoBehaviour
 | 
				
			|||||||
            currentPlayer.SpriteRenderer.enabled = true;
 | 
					            currentPlayer.SpriteRenderer.enabled = true;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        if (currentPlayer.Particle != null)
 | 
					        if (currentPlayer.Particle != null)
 | 
				
			||||||
            currentPlayer.Particle.Play(); // Démarrer la particule
 | 
					            currentPlayer.Particle.Play();
 | 
				
			||||||
 | 
					 | 
				
			||||||
        Debug.Log("[TestManager] Test du niveau démarré !");
 | 
					 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    public void StopTest()
 | 
					    public void StopTest()
 | 
				
			||||||
@@ -112,7 +109,7 @@ public class TestManager : MonoBehaviour
 | 
				
			|||||||
            currentPlayer.SpeedMultiplier = 0f;
 | 
					            currentPlayer.SpeedMultiplier = 0f;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
            if (currentPlayer.Particle != null)
 | 
					            if (currentPlayer.Particle != null)
 | 
				
			||||||
                currentPlayer.Particle.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear); // Arrêter proprement
 | 
					                currentPlayer.Particle.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
            if (currentPlayer.SpriteRenderer != null)
 | 
					            if (currentPlayer.SpriteRenderer != null)
 | 
				
			||||||
                currentPlayer.SpriteRenderer.enabled = false;
 | 
					                currentPlayer.SpriteRenderer.enabled = false;
 | 
				
			||||||
@@ -128,7 +125,5 @@ public class TestManager : MonoBehaviour
 | 
				
			|||||||
        }
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        isTesting = false;
 | 
					        isTesting = false;
 | 
				
			||||||
 | 
					 | 
				
			||||||
        Debug.Log("[TestManager] Test du niveau arrêté, joueur reset et caméra recentrée !");
 | 
					 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 
 | 
				
			|||||||
		Reference in New Issue
	
	Block a user