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1b7912893f
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19fd726099
42
.github/workflows/ci.yml
vendored
@ -20,29 +20,29 @@ jobs:
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- uses: "editorconfig-checker/action-editorconfig-checker@main"
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- run: "editorconfig-checker"
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# test:
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# permissions:
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# checks: "write"
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# runs-on: "ubuntu-latest"
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# steps:
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# - uses: "actions/checkout@v4.2.2"
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# with:
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# lfs: true
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test:
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permissions:
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checks: "write"
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runs-on: "ubuntu-latest"
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steps:
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- uses: "actions/checkout@v4.2.2"
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with:
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lfs: true
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# - uses: "actions/cache@v4.2.0"
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# with:
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# path: "Library"
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# key: "Library-${{ hashFiles('Assets/**', 'Packages/**', 'ProjectSettings/**') }}"
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# restore-keys: |
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# "Library-"
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- uses: "actions/cache@v4.2.0"
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with:
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path: "Library"
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key: "Library-${{ hashFiles('Assets/**', 'Packages/**', 'ProjectSettings/**') }}"
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restore-keys: |
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"Library-"
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# - uses: "game-ci/unity-test-runner@v4.3.1"
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# env:
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# UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
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# UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
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# UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
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# with:
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# githubToken: ${{ secrets.GITHUB_TOKEN }}
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- uses: "game-ci/unity-test-runner@v4.3.1"
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env:
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UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
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UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
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UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
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with:
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githubToken: ${{ secrets.GITHUB_TOKEN }}
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build:
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runs-on: "ubuntu-latest"
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|
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mipMapsPreserveCoverage: 0
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alphaTestReferenceValue: 0.5
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mipMapFadeDistanceStart: 1
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mipMapFadeDistanceEnd: 3
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flipGreenChannel: 0
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isReadable: 0
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streamingMipmaps: 0
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streamingMipmapsPriority: 0
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vTOnly: 0
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ignoreMipmapLimit: 0
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grayScaleToAlpha: 0
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generateCubemap: 6
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cubemapConvolution: 0
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seamlessCubemap: 0
|
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textureFormat: 1
|
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maxTextureSize: 2048
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wrapV: 1
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spriteExtrude: 1
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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sprites:
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name: Square2_0
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rect:
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x: 0
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y: 4
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edges: []
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outline: []
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customData:
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physicsShape: []
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bones: []
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internalID: 0
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entries: []
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nameFileIdTable:
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,12 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class CameraScript : MonoBehaviour
|
||||
{
|
||||
public GameObject playerObject;
|
||||
|
||||
public void Update()
|
||||
{
|
||||
transform.position = new Vector3(playerObject.transform.position.x, transform.position.y, transform.position.z);
|
||||
// transform.position = new Vector3(player.transform.position.x, player.transform.position.y, transform.position.z);
|
||||
}
|
||||
}
|
@ -1,2 +0,0 @@
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||||
fileFormatVersion: 2
|
||||
guid: 8d5072680bac39145a7c5d603b1ab715
|
@ -1,23 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class Obstacle : MonoBehaviour
|
||||
{
|
||||
public PlayerScript playerScript;
|
||||
public GameObject playerObject;
|
||||
|
||||
public void Start()
|
||||
{
|
||||
playerScript = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerScript>();
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void OnTriggerEnter2D(Collider2D collision)
|
||||
{
|
||||
playerObject.transform.rotation = playerScript.initialRotation;
|
||||
playerObject.transform.position = playerScript.initialPosition;
|
||||
}
|
||||
}
|
@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e105dbba5bf85a944a8270ed72ebd3d2
|
@ -1,90 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerScript : MonoBehaviour
|
||||
{
|
||||
public Rigidbody2D rigidBody;
|
||||
public GameObject groundObject;
|
||||
|
||||
public Vector3 initialPosition;
|
||||
public Quaternion initialRotation;
|
||||
|
||||
public ParticleSystem particle;
|
||||
|
||||
private bool wantsToJump = false;
|
||||
|
||||
public void Start()
|
||||
{
|
||||
initialPosition = transform.position;
|
||||
initialRotation = transform.rotation;
|
||||
|
||||
var mainModule = particle.main;
|
||||
mainModule.simulationSpace = ParticleSystemSimulationSpace.World;
|
||||
|
||||
particle.transform.parent = null;
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
transform.position += Time.deltaTime * 8.6f * Vector3.right;
|
||||
|
||||
if (Input.GetKey(KeyCode.Space))
|
||||
{
|
||||
wantsToJump = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
wantsToJump = false;
|
||||
}
|
||||
|
||||
if (!IsJumping())
|
||||
{
|
||||
AlignRotation();
|
||||
|
||||
if (wantsToJump)
|
||||
{
|
||||
Jump();
|
||||
wantsToJump = false;
|
||||
}
|
||||
|
||||
particle.gameObject.SetActive(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
particle.gameObject.SetActive(false);
|
||||
transform.Rotate(Vector3.back * 360 * Time.deltaTime);
|
||||
}
|
||||
|
||||
UpdateParticlePositionAndRotation();
|
||||
UpdateParticleSystemSpeed();
|
||||
}
|
||||
|
||||
private void Jump()
|
||||
{
|
||||
rigidBody.linearVelocity = new Vector2(rigidBody.linearVelocity.x, 0);
|
||||
rigidBody.AddForce(Vector2.up * 26.6581f, ForceMode2D.Impulse);
|
||||
}
|
||||
|
||||
private bool IsJumping()
|
||||
{
|
||||
return Mathf.Abs(initialPosition.y - transform.position.y) > 0.05f;
|
||||
}
|
||||
|
||||
private void AlignRotation()
|
||||
{
|
||||
Vector3 rotation = transform.rotation.eulerAngles;
|
||||
rotation.z = Mathf.Round(rotation.z / 90) * 90;
|
||||
transform.rotation = Quaternion.Euler(rotation);
|
||||
}
|
||||
|
||||
private void UpdateParticlePositionAndRotation()
|
||||
{
|
||||
particle.transform.position = transform.position + new Vector3(-0.19f, -0.64f, 0);
|
||||
particle.transform.rotation = Quaternion.Euler(0, 0, 150.464f);
|
||||
}
|
||||
|
||||
private void UpdateParticleSystemSpeed()
|
||||
{
|
||||
var velocityOverLifetime = particle.velocityOverLifetime;
|
||||
velocityOverLifetime.x = rigidBody.linearVelocity.x;
|
||||
}
|
||||
}
|
@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ebe0bd74200510d4aa75c327a76499c6
|
@ -1,23 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class SpikeScript : MonoBehaviour
|
||||
{
|
||||
public PlayerScript playerScript;
|
||||
public GameObject playerObject;
|
||||
|
||||
public void Start()
|
||||
{
|
||||
playerScript = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerScript>();
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void OnTriggerEnter2D(Collider2D collision)
|
||||
{
|
||||
playerObject.transform.rotation = playerScript.initialRotation;
|
||||
playerObject.transform.position = playerScript.initialPosition;
|
||||
}
|
||||
}
|
@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5b6c5b0fa69a1f00da3d8c4aa96485f3
|
14
Documentation/README.md
Normal file
@ -0,0 +1,14 @@
|
||||
# Diagrammes
|
||||
|
||||
## Diagramme UML
|
||||
|
||||
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).
|
||||
|
||||
- [Diagramme de classes](./UML/class-diagram.puml)
|
||||
- [Diagramme d'activités](./UML/activity-diagram/activity-diagram.puml)
|
||||
- [Diagramme de cas d'utilisation](./UML/use-case-diagram.puml)
|
||||
- [Diagramme d'états](./UML/state-diagram/state-diagram.puml)
|
||||
|
||||
## Diagramme de Gantt
|
||||
|
||||
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).
|
@ -1,14 +0,0 @@
|
||||
# Diagrammes
|
||||
|
||||
## Diagramme UML
|
||||
|
||||
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).
|
||||
|
||||
- [Diagramme de classes](./UML/class-diagram.puml)
|
||||
- [Diagramme d'activités](./UML/activity-diagram/activity-diagram.puml)
|
||||
- [Diagramme de cas d'utilisation](./UML/use-case-diagram.puml)
|
||||
- [Diagramme d'états](./UML/state-diagram/state-diagram.puml)
|
||||
|
||||
## Diagramme de Gantt
|
||||
|
||||
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).
|
@ -1,231 +0,0 @@
|
||||
# Unity
|
||||
|
||||
Documentation about the basics of [Unity](https://unity.com/) (cross-platform game engine) and most useful things to know, to develop a 2D game.
|
||||
|
||||
## Links
|
||||
|
||||
- [Unity 6 User Manual](https://docs.unity3d.com/Manual/index.html)
|
||||
- [YouTube (Game Maker's Toolkit) - The Unity Tutorial For Complete Beginners](https://www.youtube.com/watch?v=XtQMytORBmM)
|
||||
|
||||
## Unity Interface (4 panels by default)
|
||||
|
||||
- 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.
|
||||
- Hierarchy (left): Contains all the stuff that's in the current scene.
|
||||
- Scene (middle): A **scene** is a level in our game. Scene are made up of **GameObjects**.
|
||||
- Inspector (right): Shows the properties and **components** of the selected **GameObject**.
|
||||
|
||||
## GameObject
|
||||
|
||||
`GameObject` is an invisible container. Properties:
|
||||
|
||||
- **Name**
|
||||
- **Transform**
|
||||
- a Position (`X`, `Y`, `Z`)
|
||||
- a Rotation (`X`, `Y`, `Z`)
|
||||
- a Scale (`X`, `Y`, `Z`)
|
||||
- **Components**: to add extra features (e.g: `SpriteRenderer` to display a sprite, `BoxCollider2D` to detect collisions, etc).
|
||||
|
||||
To create a new `GameObject`, we can right-click in the `Hierarchy` panel and select `Create Empty`.
|
||||
|
||||
`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`.
|
||||
|
||||
## Components
|
||||
|
||||
### SpriteRenderer
|
||||
|
||||
The `SpriteRenderer` component renders the Sprite and controls how it visually appears in a Scene. Fields:
|
||||
|
||||
- `Sprite`: to select the sprite to render. We can drag a sprite from the `Project` panel.
|
||||
|
||||
### Camera
|
||||
|
||||
The `Camera` component renders the scene from the point of view of the camera. Fields:
|
||||
|
||||
- `Size`: to zoom in and out.
|
||||
- `Background`: background color.
|
||||
|
||||
### Rigidbody2D
|
||||
|
||||
The `Rigidbody2D` component allows a `GameObject` to react to physics (gravity, mass).
|
||||
|
||||
### Collider2D
|
||||
|
||||
The `Collider2D` component allows a `GameObject` to interact with other `GameObject`s. It allows to detect collisions (control hitboxes).
|
||||
|
||||
There are different types of colliders:
|
||||
|
||||
- `BoxCollider2D`: a box-shaped collider.
|
||||
- `CircleCollider2D`: a circle-shaped collider.
|
||||
|
||||
etc.
|
||||
|
||||
### Script
|
||||
|
||||
Allows to make our own custom component with C# code.
|
||||
|
||||
`MonoBehaviour` is the base class from which script derives. It offers life cycle functions: `Start`, `Update`, `OnEnable` etc.
|
||||
|
||||
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";`.
|
||||
|
||||
```csharp
|
||||
using UnityEngine;
|
||||
|
||||
public class BirdScript : MonoBehaviour
|
||||
{
|
||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||
public void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called every frame over, over and over again, run as often as it can depending on the frame rate and computer performance
|
||||
public void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## UnityEngine C#
|
||||
|
||||
### Script communication with other components (for example with `Rigidbody2D`)
|
||||
|
||||
By default, the script is unaware of the other components attached to the `GameObject`.
|
||||
|
||||
To access the `Rigidbody2D` component from the script, we can create a public field of type `Rigidbody2D` in the script.
|
||||
|
||||
```csharp
|
||||
using UnityEngine;
|
||||
|
||||
public class BirdScript : MonoBehaviour
|
||||
{
|
||||
public Rigidbody2D myRigidBody;
|
||||
}
|
||||
```
|
||||
|
||||
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.
|
||||
|
||||
### Input
|
||||
|
||||
To get input from the player, we can use the `Input` class.
|
||||
|
||||
For example, to detect when the player presses the `Space` key, we can use the `Input.GetKeyDown` method.
|
||||
|
||||
In the following example, when the player presses the `Space` key, the bird object will jump.
|
||||
|
||||
```csharp
|
||||
using UnityEngine;
|
||||
|
||||
public class BirdScript : MonoBehaviour
|
||||
{
|
||||
public Rigidbody2D rigidBody;
|
||||
|
||||
public void Update()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.Space))
|
||||
{
|
||||
rigidBody.linearVelocity = Vector2.up * 10;
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### `Time.deltaTime`
|
||||
|
||||
`Time.deltaTime` is the interval in seconds from the last frame to the current one.
|
||||
|
||||
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).
|
||||
|
||||
```csharp
|
||||
using UnityEngine;
|
||||
|
||||
public class BirdScript : MonoBehaviour
|
||||
{
|
||||
public Rigidbody2D rigidBody;
|
||||
|
||||
public void Update()
|
||||
{
|
||||
// Move the bird to the right, 5 units per second
|
||||
transform.position = transform.position + (5 * Time.deltaTime * Vector3.right);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### `Debug.Log`
|
||||
|
||||
`Debug.Log` is a method that prints a message to the console, helpful for debugging.
|
||||
|
||||
```csharp
|
||||
using UnityEngine;
|
||||
|
||||
public class BirdScript : MonoBehaviour
|
||||
{
|
||||
public void Start()
|
||||
{
|
||||
Debug.Log("Hello World!");
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### `Destroy`
|
||||
|
||||
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.
|
||||
|
||||
For example, to destroy a pipe when it reaches a certain position on the left side of the screen (`deadZone`):
|
||||
|
||||
```csharp
|
||||
using UnityEngine;
|
||||
|
||||
public class PipeMoveScript : MonoBehaviour
|
||||
{
|
||||
public float moveSpeed = 5;
|
||||
public float deadZone = -45;
|
||||
|
||||
public void Update()
|
||||
{
|
||||
transform.position = transform.position + (Time.deltaTime * moveSpeed * Vector3.left);
|
||||
|
||||
if (transform.position.x < deadZone)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Prefabricated `GameObject`
|
||||
|
||||
`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`.
|
||||
|
||||
```csharp
|
||||
using UnityEngine;
|
||||
|
||||
public class PipeSpawnScript : MonoBehaviour
|
||||
{
|
||||
public GameObject pipe;
|
||||
|
||||
public void Start()
|
||||
{
|
||||
Instantiate(pipe, transform.position, transform.rotation);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### `[ContextMenu]`
|
||||
|
||||
The `[ContextMenu]` attribute allows to add a custom function to the context menu of the script in the Unity Editor.
|
||||
|
||||
It's useful for debugging, to be able to call a function directly from the Unity Editor.
|
||||
|
||||
```csharp
|
||||
using UnityEngine;
|
||||
|
||||
public class LogicManagerScript : MonoBehaviour
|
||||
{
|
||||
[ContextMenu("AddScore")]
|
||||
public void AddScore()
|
||||
{
|
||||
Debug.Log("Score added!");
|
||||
}
|
||||
}
|
||||
```
|
@ -1,121 +0,0 @@
|
||||
{
|
||||
"templatePinStates": [],
|
||||
"dependencyTypeInfos": [
|
||||
{
|
||||
"userAdded": false,
|
||||
"type": "UnityEngine.AnimationClip",
|
||||
"defaultInstantiationMode": 0
|
||||
},
|
||||
{
|
||||
"userAdded": false,
|
||||
"type": "UnityEditor.Animations.AnimatorController",
|
||||
"defaultInstantiationMode": 0
|
||||
},
|
||||
{
|
||||
"userAdded": false,
|
||||
"type": "UnityEngine.AnimatorOverrideController",
|
||||
"defaultInstantiationMode": 0
|
||||
},
|
||||
{
|
||||
"userAdded": false,
|
||||
"type": "UnityEditor.Audio.AudioMixerController",
|
||||
"defaultInstantiationMode": 0
|
||||
},
|
||||
{
|
||||
"userAdded": false,
|
||||
"type": "UnityEngine.ComputeShader",
|
||||
"defaultInstantiationMode": 1
|
||||
},
|
||||
{
|
||||
"userAdded": false,
|
||||
"type": "UnityEngine.Cubemap",
|
||||
"defaultInstantiationMode": 0
|
||||
},
|
||||
{
|
||||
"userAdded": false,
|
||||
"type": "UnityEngine.GameObject",
|
||||
"defaultInstantiationMode": 0
|
||||
},
|
||||
{
|
||||
"userAdded": false,
|
||||
"type": "UnityEditor.LightingDataAsset",
|
||||
"defaultInstantiationMode": 0
|
||||
},
|
||||
{
|
||||
"userAdded": false,
|
||||
"type": "UnityEngine.LightingSettings",
|
||||
"defaultInstantiationMode": 0
|
||||
},
|
||||
{
|
||||
"userAdded": false,
|
||||
"type": "UnityEngine.Material",
|
||||
"defaultInstantiationMode": 0
|
||||
},
|
||||
{
|
||||
"userAdded": false,
|
||||
"type": "UnityEditor.MonoScript",
|
||||
"defaultInstantiationMode": 1
|
||||
},
|
||||
{
|
||||
"userAdded": false,
|
||||
"type": "UnityEngine.PhysicsMaterial",
|
||||
"defaultInstantiationMode": 0
|
||||
},
|
||||
{
|
||||
"userAdded": false,
|
||||
"type": "UnityEngine.PhysicsMaterial2D",
|
||||
"defaultInstantiationMode": 0
|
||||
},
|
||||
{
|
||||
"userAdded": false,
|
||||
"type": "UnityEngine.Rendering.PostProcessing.PostProcessProfile",
|
||||
"defaultInstantiationMode": 0
|
||||
},
|
||||
{
|
||||
"userAdded": false,
|
||||
"type": "UnityEngine.Rendering.PostProcessing.PostProcessResources",
|
||||
"defaultInstantiationMode": 0
|
||||
},
|
||||
{
|
||||
"userAdded": false,
|
||||
"type": "UnityEngine.Rendering.VolumeProfile",
|
||||
"defaultInstantiationMode": 0
|
||||
},
|
||||
{
|
||||
"userAdded": false,
|
||||
"type": "UnityEditor.SceneAsset",
|
||||
"defaultInstantiationMode": 1
|
||||
},
|
||||
{
|
||||
"userAdded": false,
|
||||
"type": "UnityEngine.Shader",
|
||||
"defaultInstantiationMode": 1
|
||||
},
|
||||
{
|
||||
"userAdded": false,
|
||||
"type": "UnityEngine.ShaderVariantCollection",
|
||||
"defaultInstantiationMode": 1
|
||||
},
|
||||
{
|
||||
"userAdded": false,
|
||||
"type": "UnityEngine.Texture",
|
||||
"defaultInstantiationMode": 0
|
||||
},
|
||||
{
|
||||
"userAdded": false,
|
||||
"type": "UnityEngine.Texture2D",
|
||||
"defaultInstantiationMode": 0
|
||||
},
|
||||
{
|
||||
"userAdded": false,
|
||||
"type": "UnityEngine.Timeline.TimelineAsset",
|
||||
"defaultInstantiationMode": 0
|
||||
}
|
||||
],
|
||||
"defaultDependencyTypeInfo": {
|
||||
"userAdded": false,
|
||||
"type": "<default_scene_template_dependencies>",
|
||||
"defaultInstantiationMode": 1
|
||||
},
|
||||
"newSceneOverride": 0
|
||||
}
|
@ -14,11 +14,8 @@ Développement d'une reproduction du jeu [Geometry Dash](https://fr.wikipedia.or
|
||||
|
||||
- [Sujet](./Documentation/Sujet-Projet-Geometry-Dash.pdf)
|
||||
- [Kanban Board (Trello)](https://trello.com/b/ugG5Siaw/cnam-geometry-dash)
|
||||
- [Explication Diagrammes](./Documentation/diagrammes.md)
|
||||
- [Diagramme de GANTT](./Documentation/gantt-diagram.gantt)
|
||||
- [Diagrammes UML](./Documentation/UML)
|
||||
- [Diagrammes UML](./UML)
|
||||
- [Conventions développement informatique](./Documentation/conventions.md)
|
||||
- [Unity - Prise de notes (Anglais)](./Documentation/unity.md)
|
||||
|
||||
## Prérequis
|
||||
|
||||
|