mirror of
https://github.com/boudji-ludwig-pett/cnam-geometry-dash.git
synced 2025-05-21 23:48:26 +02:00
chore: clean up Debug.Log
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8caca60647
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c38eecfbda
@ -166,7 +166,6 @@ public class LevelEditor : MonoBehaviour
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{
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if (!IsPlacementValid())
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{
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Debug.Log("Placement invalide : collision.");
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return;
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}
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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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isPlacingBlock = true;
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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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void PlaceBlock()
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@ -211,7 +209,6 @@ public class LevelEditor : MonoBehaviour
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if (isSpikeType)
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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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{
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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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else
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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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{
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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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else
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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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}
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}
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}
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else
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{
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// tous les autres blocs
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TrySnapToNearbyBlock();
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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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}
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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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{
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var col = currentBlock.GetComponent<Collider2D>();
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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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Vector2 dir = rot switch
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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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};
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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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Vector2 origin = rot switch
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{
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1 => new Vector2(b.min.x - offset, b.center.y), // gauche
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3 => new Vector2(b.max.x + offset, b.center.y), // droite
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2 => new Vector2(b.center.x, b.max.y + offset), // haut
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_ => new Vector2(b.center.x, b.min.y - offset) // bas
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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), // right
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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) // bottom
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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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origin,
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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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{
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// on bloque absolument tout chevauchement entre ces trois types
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return true;
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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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}
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@ -306,13 +291,11 @@ public class LevelEditor : MonoBehaviour
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bool SnapSpikeByRotation()
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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 b = col.bounds;
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float hw = b.extents.x;
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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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Vector2 dir;
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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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}
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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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List<Vector2> origins = new List<Vector2>();
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if (dir == Vector2.down || dir == Vector2.up)
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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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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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@ -336,14 +317,12 @@ public class LevelEditor : MonoBehaviour
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}
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else
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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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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.max.y - 0.1f * b.size.y));
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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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RaycastHit2D bestHit = default;
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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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// 4) Aucun support trouvé → échec
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if (bestHit.collider == null)
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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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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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@ -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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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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}
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@ -406,7 +382,6 @@ public class LevelEditor : MonoBehaviour
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? ResizeAxis.Horizontal
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: ResizeAxis.Vertical;
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isResizing = true;
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Debug.Log($"Début redim {tgt.name} (axe {currentResizeAxis})");
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}
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void PerformResizing()
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@ -422,14 +397,12 @@ public class LevelEditor : MonoBehaviour
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if (IsOverlapping(resizingTarget))
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{
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resizingTarget.transform.localScale = originalScale;
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Debug.Log("Redim annulé : collision");
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}
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if (Input.GetMouseButtonUp(0))
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{
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isResizing = false;
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resizingTarget = null;
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currentResizeAxis = ResizeAxis.None;
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Debug.Log("Fin redim");
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}
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}
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@ -455,7 +428,6 @@ public class LevelEditor : MonoBehaviour
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toD = toD.transform.parent.gameObject;
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if (toD == currentBlock) { currentBlock = null; isPlacingBlock = false; }
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Destroy(toD);
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Debug.Log($"Supprimé {toD.name}");
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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;
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float newX = h.bounds.min.x - b.extents.x;
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currentBlock.transform.position = new Vector3(newX, currentBlock.transform.position.y, -1f);
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Debug.Log($"Snap horizontal à droite contre {h.name}");
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return;
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}
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@ -496,7 +467,6 @@ public class LevelEditor : MonoBehaviour
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if (IsInvalidSnapTarget(h)) continue;
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float newX = h.bounds.max.x + b.extents.x;
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currentBlock.transform.position = new Vector3(newX, currentBlock.transform.position.y, -1f);
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Debug.Log($"Snap horizontal à gauche contre {h.name}");
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return;
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}
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@ -509,7 +479,6 @@ public class LevelEditor : MonoBehaviour
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if (IsInvalidSnapTarget(h)) continue;
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float newY = h.bounds.max.y + b.extents.y;
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currentBlock.transform.position = new Vector3(currentBlock.transform.position.x, newY, -1f);
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Debug.Log($"Snap vertical (bas) contre {h.name}");
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return;
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}
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@ -521,7 +490,6 @@ public class LevelEditor : MonoBehaviour
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if (IsInvalidSnapTarget(h)) continue;
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float newY = h.bounds.min.y - b.extents.y;
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currentBlock.transform.position = new Vector3(currentBlock.transform.position.x, newY, -1f);
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Debug.Log($"Snap vertical (haut) contre {h.name}");
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return;
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}
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}
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@ -554,7 +522,6 @@ public class LevelEditor : MonoBehaviour
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void HandleBlockRotation()
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{
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currentBlock.transform.Rotate(0, 0, -90f);
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Debug.Log("Rotation 90°!");
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}
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void InstantiateAndPrepare(GameObject prefab, Vector3? scaleOverride = null)
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@ -582,8 +549,6 @@ public class LevelEditor : MonoBehaviour
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Destroy(child.gameObject);
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}
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Debug.Log("Éditeur vidé.");
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currentBlock = null;
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isPlacingBlock = false;
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currentPage = 0;
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@ -80,7 +80,6 @@ public class TestManager : MonoBehaviour
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currentPlayer.RigidBody.freezeRotation = true;
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currentPlayer.RigidBody.linearVelocity = Vector2.zero;
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currentPlayer.SpeedMultiplier = 1f;
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// currentPlayer.SpriteRenderer.sprite = Resources.Load<Sprite>("Shapes/BaseSquare");
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currentPlayer.ChangeGameMode(gameMode);
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isTesting = true;
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@ -95,9 +94,7 @@ public class TestManager : MonoBehaviour
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currentPlayer.SpriteRenderer.enabled = true;
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if (currentPlayer.Particle != null)
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currentPlayer.Particle.Play(); // Démarrer la particule
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Debug.Log("[TestManager] Test du niveau démarré !");
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currentPlayer.Particle.Play();
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}
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public void StopTest()
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@ -112,7 +109,7 @@ public class TestManager : MonoBehaviour
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currentPlayer.SpeedMultiplier = 0f;
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if (currentPlayer.Particle != null)
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currentPlayer.Particle.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear); // Arrêter proprement
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currentPlayer.Particle.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
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if (currentPlayer.SpriteRenderer != null)
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currentPlayer.SpriteRenderer.enabled = false;
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@ -128,7 +125,5 @@ public class TestManager : MonoBehaviour
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}
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isTesting = false;
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Debug.Log("[TestManager] Test du niveau arrêté, joueur reset et caméra recentrée !");
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}
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}
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