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docs: structure + learn Unity (#17)
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# Diagrammes
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## Diagramme UML
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Les modélisation UML du projet sont disponibles sous forme de [PlantUML](https://www.plantuml.com) dans ce dossier. Les diagrammes sont générés automatiquement à partir des fichiers `.puml` afin de pouvoir être versionnés et mis à jour facilement. Vous pouvez les consulter en récupérant le contenu des fichiers et en les prévisualisant sur [PlantUML](https://www.plantuml.com/plantuml).
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- [Diagramme de classes](./UML/class-diagram.puml)
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- [Diagramme d'activités](./UML/activity-diagram/activity-diagram.puml)
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- [Diagramme de cas d'utilisation](./UML/use-case-diagram.puml)
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- [Diagramme d'états](./UML/state-diagram/state-diagram.puml)
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## Diagramme de Gantt
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La modélisation du diagramme de Gantt est générée automatiquement à partir du fichier [gant-diagram.gantt](./gantt-diagram.gantt) en utilisant n'importe quel outil de visualisation de diagramme de Gantt. Vous pouvez par exemple installer [GanttProject](https://www.ganttproject.biz/) ou utiliser l'outil en ligne [Online Gantt](https://www.onlinegantt.com/#/gantt).
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Documentation/diagrammes.md
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# Diagrammes
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## Diagramme UML
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Les modélisations UML du projet sont générés à partir des fichiers `.puml` dans le dossier [UML](./UML). Vous pouvez les consulter en récupérant le contenu des fichiers et en les prévisualisant sur [PlantUML](https://www.plantuml.com/plantuml).
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- [Diagramme de classes](./UML/class-diagram.puml)
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- [Diagramme d'activités](./UML/activity-diagram/activity-diagram.puml)
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- [Diagramme de cas d'utilisation](./UML/use-case-diagram.puml)
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- [Diagramme d'états](./UML/state-diagram/state-diagram.puml)
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## Diagramme de Gantt
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La modélisation du diagramme de Gantt est générée à partir du fichier [gant-diagram.gantt](./gantt-diagram.gantt) en utilisant n'importe quel outil de visualisation de diagramme de Gantt. Vous pouvez par exemple installer [GanttProject](https://www.ganttproject.biz/) ou utiliser l'outil en ligne [Online Gantt](https://www.onlinegantt.com/#/gantt).
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Documentation/unity.md
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# Unity
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Documentation about the basics of [Unity](https://unity.com/) (cross-platform game engine) and most useful things to know, to develop a 2D game.
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## Links
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- [Unity 6 User Manual](https://docs.unity3d.com/Manual/index.html)
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- [YouTube (Game Maker's Toolkit) - The Unity Tutorial For Complete Beginners](https://www.youtube.com/watch?v=XtQMytORBmM)
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## Unity Interface (4 panels by default)
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- Project (bottom): Contains everything that is in our game, like sprites (2D graphical object/image), sound effects, scripts, fonts, etc. Some of them are made in Unity. We can also import files from our computer.
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- Hierarchy (left): Contains all the stuff that's in the current scene.
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- Scene (middle): A **scene** is a level in our game. Scene are made up of **GameObjects**.
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- Inspector (right): Shows the properties and **components** of the selected **GameObject**.
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## GameObject
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`GameObject` is an invisible container. Properties:
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- **Name**
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- **Transform**
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- a Position (`X`, `Y`, `Z`)
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- a Rotation (`X`, `Y`, `Z`)
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- a Scale (`X`, `Y`, `Z`)
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- **Components**: to add extra features (e.g: `SpriteRenderer` to display a sprite, `BoxCollider2D` to detect collisions, etc).
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To create a new `GameObject`, we can right-click in the `Hierarchy` panel and select `Create Empty`.
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`GameObject` can have children `GameObject`s. Nesting `GameObject`s is useful to group objects together, and for example, move them all at once, just by moving the parent `GameObject`.
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## Components
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### SpriteRenderer
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The `SpriteRenderer` component renders the Sprite and controls how it visually appears in a Scene. Fields:
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- `Sprite`: to select the sprite to render. We can drag a sprite from the `Project` panel.
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### Camera
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The `Camera` component renders the scene from the point of view of the camera. Fields:
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- `Size`: to zoom in and out.
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- `Background`: background color.
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### Rigidbody2D
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The `Rigidbody2D` component allows a `GameObject` to react to physics (gravity, mass).
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### Collider2D
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The `Collider2D` component allows a `GameObject` to interact with other `GameObject`s. It allows to detect collisions (control hitboxes).
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There are different types of colliders:
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- `BoxCollider2D`: a box-shaped collider.
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- `CircleCollider2D`: a circle-shaped collider.
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etc.
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### Script
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Allows to make our own custom component with C# code.
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`MonoBehaviour` is the base class from which script derives. It offers life cycle functions: `Start`, `Update`, `OnEnable` etc.
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It has a property called `gameObject` which is the `GameObject` to which the script is attached. For example, to change the name of the `GameObject` to which the script is attached, we can write `gameObject.name = "New Name";`.
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```csharp
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using UnityEngine;
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public class BirdScript : MonoBehaviour
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{
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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public void Start()
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{
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}
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// Update is called every frame over, over and over again, run as often as it can depending on the frame rate and computer performance
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public void Update()
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{
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}
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}
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```
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## UnityEngine C#
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### Script communication with other components (for example with `Rigidbody2D`)
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By default, the script is unaware of the other components attached to the `GameObject`.
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To access the `Rigidbody2D` component from the script, we can create a public field of type `Rigidbody2D` in the script.
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```csharp
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using UnityEngine;
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public class BirdScript : MonoBehaviour
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{
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public Rigidbody2D myRigidBody;
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}
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```
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In the Unity Editor, the `myRigidBody` field will appear in the `Inspector` panel. We can drag the `Rigidbody2D` component from the `GameObject` to the `myRigidBody` field.
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### Input
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To get input from the player, we can use the `Input` class.
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For example, to detect when the player presses the `Space` key, we can use the `Input.GetKeyDown` method.
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In the following example, when the player presses the `Space` key, the bird object will jump.
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```csharp
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using UnityEngine;
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public class BirdScript : MonoBehaviour
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{
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public Rigidbody2D rigidBody;
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public void Update()
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{
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if (Input.GetKeyDown(KeyCode.Space))
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{
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rigidBody.linearVelocity = Vector2.up * 10;
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}
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}
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}
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```
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### `Time.deltaTime`
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`Time.deltaTime` is the interval in seconds from the last frame to the current one.
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It's useful to make the game frame rate independent, as it ensures that the game runs at the same speed on different computers, (code inside `Update` method).
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```csharp
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using UnityEngine;
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public class BirdScript : MonoBehaviour
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{
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public Rigidbody2D rigidBody;
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public void Update()
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{
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// Move the bird to the right, 5 units per second
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transform.position = transform.position + (5 * Time.deltaTime * Vector3.right);
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}
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}
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```
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### `Debug.Log`
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`Debug.Log` is a method that prints a message to the console, helpful for debugging.
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```csharp
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using UnityEngine;
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public class BirdScript : MonoBehaviour
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{
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public void Start()
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{
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Debug.Log("Hello World!");
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}
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}
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```
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### `Destroy`
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To destroy a `GameObject`, we can use the `Destroy` method. Useful for performance optimization, for example to destroy a pipe that is no longer visible on the screen.
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For example, to destroy a pipe when it reaches a certain position on the left side of the screen (`deadZone`):
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```csharp
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using UnityEngine;
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public class PipeMoveScript : MonoBehaviour
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{
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public float moveSpeed = 5;
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public float deadZone = -45;
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public void Update()
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{
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transform.position = transform.position + (Time.deltaTime * moveSpeed * Vector3.left);
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if (transform.position.x < deadZone)
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{
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Destroy(gameObject);
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}
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}
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}
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```
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### Prefabricated `GameObject`
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`GameObject` can be prefabricated. Prefabs are reusable `GameObject`s that can be created and modified in the `Project` panel (like a blueprint), for example to spawn objects in the scene dynamically at runtime, with `Instantiate`.
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```csharp
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using UnityEngine;
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public class PipeSpawnScript : MonoBehaviour
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{
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public GameObject pipe;
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public void Start()
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{
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Instantiate(pipe, transform.position, transform.rotation);
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}
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}
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```
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### `[ContextMenu]`
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The `[ContextMenu]` attribute allows to add a custom function to the context menu of the script in the Unity Editor.
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It's useful for debugging, to be able to call a function directly from the Unity Editor.
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```csharp
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using UnityEngine;
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public class LogicManagerScript : MonoBehaviour
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{
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[ContextMenu("AddScore")]
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public void AddScore()
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{
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Debug.Log("Score added!");
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}
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}
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```
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@ -14,8 +14,11 @@ Développement d'une reproduction du jeu [Geometry Dash](https://fr.wikipedia.or
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- [Sujet](./Documentation/Sujet-Projet-Geometry-Dash.pdf)
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- [Sujet](./Documentation/Sujet-Projet-Geometry-Dash.pdf)
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- [Kanban Board (Trello)](https://trello.com/b/ugG5Siaw/cnam-geometry-dash)
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- [Kanban Board (Trello)](https://trello.com/b/ugG5Siaw/cnam-geometry-dash)
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- [Diagrammes UML](./UML)
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- [Explication Diagrammes](./Documentation/diagrammes.md)
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- [Diagramme de GANTT](./Documentation/gantt-diagram.gantt)
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- [Diagrammes UML](./Documentation/UML)
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- [Conventions développement informatique](./Documentation/conventions.md)
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- [Conventions développement informatique](./Documentation/conventions.md)
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- [Unity - Prise de notes (Anglais)](./Documentation/unity.md)
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## Prérequis
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## Prérequis
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