mirror of
https://github.com/boudji-ludwig-pett/cnam-geometry-dash.git
synced 2025-04-03 20:08:00 +02:00
feat: handle dynamically the winner wall (#40)
This commit is contained in:
parent
e2bbf26929
commit
f305cd6c1f
@ -1,5 +1,17 @@
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136
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136
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@ -7,51 +7,55 @@ public class LevelLoader : MonoBehaviour
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public AudioSource audioSource;
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public GameObject obstaclePrefab;
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public GameObject spikePrefab;
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public GameObject winnerWall;
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void Start()
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private GameObject GetPrefab(LevelElement.Type type)
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{
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if (type == LevelElement.Type.Spike)
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{
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return spikePrefab;
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}
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return obstaclePrefab;
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}
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private void LoadAudio()
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{
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audioSource.clip = Resources.Load<AudioClip>(Path.Combine("Musics", levelsLoader.levelCurrent.musicName));
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audioSource.Play();
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}
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private void LoadElements()
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{
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obstaclePrefab = Resources.Load<GameObject>("Prefabs/Obstacle");
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spikePrefab = Resources.Load<GameObject>("Prefabs/Spike");
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winnerWall = Resources.Load<GameObject>("Prefabs/WinnerWall");
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Level current = levelsLoader.levelCurrent;
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foreach (var element in current.elements)
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{
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GameObject prefab = GetPrefab(element.type);
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Instantiate(prefab, new Vector3(element.x, element.y, 0), Quaternion.identity);
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}
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LevelElement lastElement = current.elements[^1];
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float lastX = 15;
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if (lastElement != null)
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{
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lastX += lastElement.x;
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}
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Instantiate(winnerWall, new Vector3(lastX, 0, 0), Quaternion.Euler(0, 0, 90));
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}
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public void Start()
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{
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levelsLoader = GameObject.FindGameObjectWithTag("LevelsLoader").GetComponent<LevelsLoader>();
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levelsLoader.IncreaseTotalAttempts();
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audioSource.clip = Resources.Load<AudioClip>(Path.Combine("Musics", levelsLoader.levelCurrent.musicName));
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audioSource.Play();
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obstaclePrefab = Resources.Load<GameObject>("Prefabs/Obstacle");
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spikePrefab = Resources.Load<GameObject>("Prefabs/Spike");
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Level current = levelsLoader.levelCurrent;
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// Debug.Log("Level: " + current.name);
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// for (int i = 0; i < current.elements.Count; i++)
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// {
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// LevelElement element = current.elements[i];
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// Debug.Log("Element: " + element.type + " " + element.x + " " + element.y);
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// }
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for (int index = 0; index < current.elements.Count; index++)
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{
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LevelElement element = current.elements[index];
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GameObject prefab = obstaclePrefab;
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if (element.type == LevelElement.Type.Spike)
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{
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prefab = spikePrefab;
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}
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Instantiate(prefab, new Vector3(element.x, element.y, 0), Quaternion.identity);
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}
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// // Obstacle
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// // x=-6.684, y=-2.897, 0
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// // scale=0.96055, 0.2326, 1
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// Instantiate(obstaclePrefab, new Vector3(-6.684f, -2.897f, 0), Quaternion.identity);
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// // Spike
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// // -3.06, -2.93
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// // scale=0.15, 0.15, 1
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// Instantiate(spikePrefab, new Vector3(-3.06f, -2.93f, 0), Quaternion.identity);
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LoadAudio();
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LoadElements();
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}
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void Update()
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public void Update()
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{
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}
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