Compare commits
9 Commits
develop
...
e0b7ec84fd
Author | SHA1 | Date | |
---|---|---|---|
e0b7ec84fd | |||
fb89b825e1 | |||
a8194fbe5c | |||
29f352513e | |||
ee11e683f6 | |||
fb107f9020 | |||
efeae89ac3 | |||
a7a527cfcc | |||
54be935d7c |
@ -7,7 +7,7 @@ charset = utf-8
|
|||||||
indent_style = space
|
indent_style = space
|
||||||
end_of_line = lf
|
end_of_line = lf
|
||||||
|
|
||||||
[*.asmdef]
|
[*.{json,jsonc,asmdef}]
|
||||||
indent_size = 4
|
indent_size = 4
|
||||||
trim_trailing_whitespace = true
|
trim_trailing_whitespace = true
|
||||||
insert_final_newline = true
|
insert_final_newline = true
|
||||||
@ -28,11 +28,6 @@ indent_style = tab
|
|||||||
[*.{csproj,vbproj,vcxproj,vcxproj.filters,proj,nativeproj,locproj}]
|
[*.{csproj,vbproj,vcxproj,vcxproj.filters,proj,nativeproj,locproj}]
|
||||||
indent_size = 2
|
indent_size = 2
|
||||||
|
|
||||||
[*.{json,jsonc}]
|
|
||||||
indent_size = 2
|
|
||||||
trim_trailing_whitespace = true
|
|
||||||
insert_final_newline = true
|
|
||||||
|
|
||||||
[*.builds]
|
[*.builds]
|
||||||
indent_size = 2
|
indent_size = 2
|
||||||
|
|
||||||
|
175
.github/workflows/ci.yml
vendored
@ -2,15 +2,17 @@ name: "ci"
|
|||||||
|
|
||||||
on:
|
on:
|
||||||
push:
|
push:
|
||||||
branches: [develop, staging, main]
|
branches: [develop]
|
||||||
pull_request:
|
pull_request:
|
||||||
branches: [develop, staging, main]
|
branches: [develop, staging, main]
|
||||||
|
|
||||||
permissions:
|
|
||||||
contents: write
|
|
||||||
pull-requests: write
|
|
||||||
|
|
||||||
jobs:
|
jobs:
|
||||||
|
lint-commit:
|
||||||
|
runs-on: "ubuntu-latest"
|
||||||
|
steps:
|
||||||
|
- uses: "actions/checkout@v4.2.2"
|
||||||
|
- uses: "wagoid/commitlint-github-action@v6.1.2"
|
||||||
|
|
||||||
lint-editorconfig-checker:
|
lint-editorconfig-checker:
|
||||||
runs-on: "ubuntu-latest"
|
runs-on: "ubuntu-latest"
|
||||||
steps:
|
steps:
|
||||||
@ -18,82 +20,38 @@ jobs:
|
|||||||
- uses: "editorconfig-checker/action-editorconfig-checker@main"
|
- uses: "editorconfig-checker/action-editorconfig-checker@main"
|
||||||
- run: "editorconfig-checker"
|
- run: "editorconfig-checker"
|
||||||
|
|
||||||
build-windows:
|
# test:
|
||||||
|
# permissions:
|
||||||
|
# checks: "write"
|
||||||
|
# runs-on: "ubuntu-latest"
|
||||||
|
# steps:
|
||||||
|
# - uses: "actions/checkout@v4.2.2"
|
||||||
|
# with:
|
||||||
|
# lfs: true
|
||||||
|
|
||||||
|
# - uses: "actions/cache@v4.2.0"
|
||||||
|
# with:
|
||||||
|
# path: "Library"
|
||||||
|
# key: "Library-${{ hashFiles('Assets/**', 'Packages/**', 'ProjectSettings/**') }}"
|
||||||
|
# restore-keys: |
|
||||||
|
# "Library-"
|
||||||
|
|
||||||
|
# - uses: "game-ci/unity-test-runner@v4.3.1"
|
||||||
|
# env:
|
||||||
|
# UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
|
||||||
|
# UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
|
||||||
|
# UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
|
||||||
|
# with:
|
||||||
|
# githubToken: ${{ secrets.GITHUB_TOKEN }}
|
||||||
|
|
||||||
|
build:
|
||||||
runs-on: "ubuntu-latest"
|
runs-on: "ubuntu-latest"
|
||||||
outputs:
|
|
||||||
build-path: ${{ steps.upload.outputs.path }}
|
|
||||||
steps:
|
steps:
|
||||||
- uses: "actions/checkout@v4.2.2"
|
- uses: "actions/checkout@v4.2.2"
|
||||||
with:
|
with:
|
||||||
lfs: true
|
lfs: true
|
||||||
|
|
||||||
- uses: "actions/cache@v4.2.3"
|
- uses: "actions/cache@v4.2.0"
|
||||||
with:
|
|
||||||
path: "Library"
|
|
||||||
key: "Library-${{ hashFiles('Assets/**', 'Packages/**', 'ProjectSettings/**') }}"
|
|
||||||
restore-keys: |
|
|
||||||
"Library-"
|
|
||||||
|
|
||||||
- uses: "game-ci/unity-builder@v4.3.0"
|
|
||||||
env:
|
|
||||||
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
|
|
||||||
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
|
|
||||||
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
|
|
||||||
with:
|
|
||||||
targetPlatform: "StandaloneWindows64"
|
|
||||||
|
|
||||||
- name: Upload Windows Build Artifact
|
|
||||||
id: upload
|
|
||||||
if: github.ref == 'refs/heads/staging' || github.ref == 'refs/heads/main'
|
|
||||||
uses: actions/upload-artifact@v4.4.3
|
|
||||||
with:
|
|
||||||
name: build-windows
|
|
||||||
path: build/
|
|
||||||
owerwrite: true
|
|
||||||
|
|
||||||
build-macos:
|
|
||||||
runs-on: "ubuntu-latest"
|
|
||||||
outputs:
|
|
||||||
build-path: ${{ steps.upload.outputs.path }}
|
|
||||||
steps:
|
|
||||||
- uses: "actions/checkout@v4.2.2"
|
|
||||||
with:
|
|
||||||
lfs: true
|
|
||||||
|
|
||||||
- uses: "actions/cache@v4.2.3"
|
|
||||||
with:
|
|
||||||
path: "Library"
|
|
||||||
key: "Library-${{ hashFiles('Assets/**', 'Packages/**', 'ProjectSettings/**') }}"
|
|
||||||
restore-keys: |
|
|
||||||
"Library-"
|
|
||||||
|
|
||||||
- uses: "game-ci/unity-builder@v4.3.0"
|
|
||||||
env:
|
|
||||||
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
|
|
||||||
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
|
|
||||||
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
|
|
||||||
with:
|
|
||||||
targetPlatform: "StandaloneOSX"
|
|
||||||
|
|
||||||
- name: Upload macOS Build Artifact
|
|
||||||
id: upload
|
|
||||||
if: github.ref == 'refs/heads/staging' || github.ref == 'refs/heads/main'
|
|
||||||
uses: actions/upload-artifact@v4.3.0
|
|
||||||
with:
|
|
||||||
name: build-macos
|
|
||||||
path: build/
|
|
||||||
owerwrite: true
|
|
||||||
|
|
||||||
build-linux:
|
|
||||||
runs-on: "ubuntu-latest"
|
|
||||||
outputs:
|
|
||||||
build-path: ${{ steps.upload.outputs.path }}
|
|
||||||
steps:
|
|
||||||
- uses: "actions/checkout@v4.2.2"
|
|
||||||
with:
|
|
||||||
lfs: true
|
|
||||||
|
|
||||||
- uses: "actions/cache@v4.2.3"
|
|
||||||
with:
|
with:
|
||||||
path: "Library"
|
path: "Library"
|
||||||
key: "Library-${{ hashFiles('Assets/**', 'Packages/**', 'ProjectSettings/**') }}"
|
key: "Library-${{ hashFiles('Assets/**', 'Packages/**', 'ProjectSettings/**') }}"
|
||||||
@ -108,66 +66,7 @@ jobs:
|
|||||||
with:
|
with:
|
||||||
targetPlatform: "StandaloneLinux64"
|
targetPlatform: "StandaloneLinux64"
|
||||||
|
|
||||||
- name: Upload Linux Build Artifact
|
# - uses: "actions/upload-artifact@v4.4.3"
|
||||||
id: upload
|
# with:
|
||||||
if: github.ref == 'refs/heads/staging' || github.ref == 'refs/heads/main'
|
# name: "Build"
|
||||||
uses: actions/upload-artifact@v4.6.2
|
# path: "build"
|
||||||
with:
|
|
||||||
name: build-linux
|
|
||||||
path: build/
|
|
||||||
owerwrite: true
|
|
||||||
|
|
||||||
create-release:
|
|
||||||
needs: [build-windows, build-macos, build-linux]
|
|
||||||
if: github.ref == 'refs/heads/staging' || github.ref == 'refs/heads/main'
|
|
||||||
runs-on: ubuntu-latest
|
|
||||||
steps:
|
|
||||||
- name: Get version from commit message
|
|
||||||
id: get_version
|
|
||||||
run: |
|
|
||||||
COMMIT_MESSAGE="${{ github.event.head_commit.message }}"
|
|
||||||
# Extract the version number after "chore(release): "
|
|
||||||
VERSION=$(echo "$COMMIT_MESSAGE" | sed -n 's/^chore(release): \(v[0-9]*\.[0-9]*\.[0-9]*[-a-zA-Z0-9.]*\).*$/\1/p')
|
|
||||||
echo "version=$VERSION" >> "$GITHUB_OUTPUT"
|
|
||||||
shell: bash
|
|
||||||
|
|
||||||
- name: Download Windows Build Artifact
|
|
||||||
uses: actions/download-artifact@v4.3.0
|
|
||||||
with:
|
|
||||||
name: build-windows
|
|
||||||
path: build/windows
|
|
||||||
|
|
||||||
- name: Download macOS Build Artifact
|
|
||||||
uses: actions/download-artifact@v4.3.0
|
|
||||||
with:
|
|
||||||
name: build-macos
|
|
||||||
path: build/macos
|
|
||||||
|
|
||||||
- name: Download Linux Build Artifact
|
|
||||||
uses: actions/download-artifact@v4.3.0
|
|
||||||
with:
|
|
||||||
name: build-linux
|
|
||||||
path: build/linux
|
|
||||||
|
|
||||||
- name: Zip Builds
|
|
||||||
run: |
|
|
||||||
cd build/windows
|
|
||||||
zip -r ../windows.zip .
|
|
||||||
cd ../macos
|
|
||||||
zip -r ../macos.zip .
|
|
||||||
cd ../linux
|
|
||||||
zip -r ../linux.zip .
|
|
||||||
|
|
||||||
- name: Create GitHub Release
|
|
||||||
id: create_release
|
|
||||||
uses: softprops/action-gh-release@v2.2.2
|
|
||||||
with:
|
|
||||||
tag_name: ${{ steps.get_version.outputs.version }}
|
|
||||||
name: ${{ steps.get_version.outputs.version }}
|
|
||||||
body: |
|
|
||||||
🎮 Automatic ${{ github.ref == 'refs/heads/main' && 'Production' || 'Pre-release' }} build
|
|
||||||
prerelease: ${{ github.ref != 'refs/heads/main' }}
|
|
||||||
files: |
|
|
||||||
build/windows.zip
|
|
||||||
build/macos.zip
|
|
||||||
build/linux.zip
|
|
||||||
|
14
.vscode/extensions.json
vendored
@ -1,9 +1,9 @@
|
|||||||
{
|
{
|
||||||
"recommendations": [
|
"recommendations": [
|
||||||
"editorconfig.editorconfig",
|
"editorconfig.editorconfig",
|
||||||
"jebbs.plantuml",
|
"jebbs.plantuml",
|
||||||
"visualstudiotoolsforunity.vstuc",
|
"visualstudiotoolsforunity.vstuc",
|
||||||
"ms-dotnettools.csharp",
|
"ms-dotnettools.csharp",
|
||||||
"ms-dotnettools.csdevkit"
|
"ms-dotnettools.csdevkit"
|
||||||
]
|
]
|
||||||
}
|
}
|
||||||
|
16
.vscode/launch.json
vendored
@ -1,10 +1,10 @@
|
|||||||
{
|
{
|
||||||
"version": "0.2.0",
|
"version": "0.2.0",
|
||||||
"configurations": [
|
"configurations": [
|
||||||
{
|
{
|
||||||
"name": "Attach to Unity",
|
"name": "Attach to Unity",
|
||||||
"type": "vstuc",
|
"type": "vstuc",
|
||||||
"request": "attach"
|
"request": "attach"
|
||||||
}
|
}
|
||||||
]
|
]
|
||||||
}
|
}
|
||||||
|
16
.vscode/settings.json
vendored
@ -1,10 +1,10 @@
|
|||||||
{
|
{
|
||||||
"editor.bracketPairColorization.enabled": true,
|
"editor.bracketPairColorization.enabled": true,
|
||||||
"editor.wordWrap": "on",
|
"editor.wordWrap": "on",
|
||||||
"[csharp]": {
|
"[csharp]": {
|
||||||
"editor.tabSize": 4,
|
"editor.tabSize": 4,
|
||||||
"editor.formatOnSave": true,
|
"editor.formatOnSave": true,
|
||||||
"editor.formatOnType": true
|
"editor.formatOnType": true
|
||||||
},
|
},
|
||||||
"omnisharp.useModernNet": false
|
"omnisharp.useModernNet": false
|
||||||
}
|
}
|
||||||
|
@ -1,80 +0,0 @@
|
|||||||
%YAML 1.1
|
|
||||||
%TAG !u! tag:unity3d.com,2011:
|
|
||||||
--- !u!1 &3654053280041398781
|
|
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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|
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m_Component:
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- component: {fileID: 4104371471751400115}
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- component: {fileID: 1415423667558431683}
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m_StaticEditorFlags: 0
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|
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m_IsActive: 1
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--- !u!4 &4104371471751400115
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|
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m_LocalPosition: {x: 86.53131, y: 53.261993, z: -5.1268225}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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--- !u!61 &1415423667558431683
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BoxCollider2D:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 3654053280041398781}
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|
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m_Enabled: 1
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|
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serializedVersion: 3
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|
||||||
m_Density: 1
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|
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m_Material: {fileID: 0}
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|
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m_IncludeLayers:
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|
||||||
serializedVersion: 2
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|
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m_Bits: 0
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|
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|
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serializedVersion: 2
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|
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|
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|
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m_ForceSendLayers:
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|
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serializedVersion: 2
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|
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|
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|
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|
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|
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serializedVersion: 2
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|
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|
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serializedVersion: 2
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m_SpriteTilingProperty:
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border: {x: 0, y: 0, z: 0, w: 0}
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pivot: {x: 0, y: 0}
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oldSize: {x: 0, y: 0}
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newSize: {x: 0, y: 0}
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adaptiveTilingThreshold: 0
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|
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drawMode: 0
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|
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adaptiveTiling: 0
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|
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m_AutoTiling: 0
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|
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m_Size: {x: 1, y: 1}
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|
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m_EdgeRadius: 0
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@ -1,7 +0,0 @@
|
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fileFormatVersion: 2
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guid: a862ece8e0cd6047ea9e799642c7b31c
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|
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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|
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assetBundleVariant:
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|
@ -96,20 +96,6 @@ TextureImporter:
|
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ignorePlatformSupport: 0
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ignorePlatformSupport: 0
|
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androidETC2FallbackOverride: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
|
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- serializedVersion: 4
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|
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buildTarget: Android
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|
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maxTextureSize: 2048
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|
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resizeAlgorithm: 0
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|
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textureFormat: -1
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|
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textureCompression: 1
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|
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compressionQuality: 50
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|
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crunchedCompression: 0
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|
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allowsAlphaSplitting: 0
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|
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overridden: 0
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|
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ignorePlatformSupport: 0
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|
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androidETC2FallbackOverride: 0
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|
||||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
|
||||||
>>>>>>> develop
|
|
||||||
spriteSheet:
|
spriteSheet:
|
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--- !u!114 &1571276506
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--- !u!114 &1571276506
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assetBundleVariant:
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|
@ -1,19 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using UnityEngine.UI;
|
|
||||||
|
|
||||||
public class AI : MonoBehaviour
|
|
||||||
{
|
|
||||||
public Toggle AIToggle;
|
|
||||||
public Player player;
|
|
||||||
|
|
||||||
public void OnAiChange()
|
|
||||||
{
|
|
||||||
player.IsAI = AIToggle.isOn;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Awake()
|
|
||||||
{
|
|
||||||
AIToggle = GetComponent<Toggle>();
|
|
||||||
AIToggle.isOn = player.IsAI;
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,2 +0,0 @@
|
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fileFormatVersion: 2
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|
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guid: b63079a9773c036389c5b87c12e728c3
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|
@ -1,20 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class CameraController : MonoBehaviour
|
|
||||||
{
|
|
||||||
public float moveSpeed = 10f;
|
|
||||||
|
|
||||||
void Update()
|
|
||||||
{
|
|
||||||
float horizontalInput = Input.GetAxisRaw("Horizontal"); // ← → ou A D
|
|
||||||
float verticalInput = Input.GetAxisRaw("Vertical"); // ↑ ↓ ou W S
|
|
||||||
|
|
||||||
Vector3 movement = new Vector3(
|
|
||||||
horizontalInput * moveSpeed * Time.deltaTime,
|
|
||||||
verticalInput * moveSpeed * Time.deltaTime,
|
|
||||||
0f
|
|
||||||
);
|
|
||||||
|
|
||||||
Camera.main.transform.position += movement;
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 74af3e3f2c02bde43b24c2f56589d071
|
|
@ -5,6 +5,4 @@ public interface IGameMode
|
|||||||
void Update(Player player);
|
void Update(Player player);
|
||||||
void OnCollisionEnter(Player player, Collision2D collision);
|
void OnCollisionEnter(Player player, Collision2D collision);
|
||||||
void OnCollisionExit(Player player, Collision2D collision);
|
void OnCollisionExit(Player player, Collision2D collision);
|
||||||
|
|
||||||
void Jump(Player player);
|
|
||||||
}
|
}
|
||||||
|
@ -1,64 +1,40 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
public class NormalGameMode : IGameMode
|
public class NormalGameMode : IGameMode
|
||||||
{
|
{
|
||||||
private const float HorizontalSpeed = 8.6f;
|
private const float HorizontalSpeed = 8.6f;
|
||||||
private const float JumpForce = 26.6581f;
|
private const float JumpForce = 26.6581f;
|
||||||
private const KeyCode JumpKey = KeyCode.Space;
|
private const KeyCode JumpKey = KeyCode.Space;
|
||||||
private bool isRotating = false;
|
|
||||||
private float targetRotationAngle = 0f;
|
|
||||||
private readonly float rotationSpeed = 360f;
|
|
||||||
|
|
||||||
public void Update(Player player)
|
public void Update(Player player)
|
||||||
{
|
{
|
||||||
player.RigidBody.linearVelocity = new Vector2(HorizontalSpeed * player.SpeedMultiplier, player.RigidBody.linearVelocity.y);
|
player.RigidBody.linearVelocity = new Vector2(HorizontalSpeed * player.SpeedMultiplier, player.RigidBody.linearVelocity.y);
|
||||||
|
|
||||||
if (player.IsColliding && Input.GetKey(JumpKey) && !isRotating)
|
if (player.HasStarted && player.IsColliding && Input.GetKey(JumpKey) && player.CanJump)
|
||||||
{
|
{
|
||||||
Jump(player);
|
Jump(player);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (isRotating)
|
|
||||||
{
|
|
||||||
PerformRotation(player);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!IsJumping(player))
|
if (!IsJumping(player))
|
||||||
{
|
{
|
||||||
|
AlignRotation(player);
|
||||||
player.Particle.gameObject.SetActive(true);
|
player.Particle.gameObject.SetActive(true);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
player.Particle.gameObject.SetActive(false);
|
player.Particle.gameObject.SetActive(false);
|
||||||
|
player.Transform.Rotate(Vector3.back * 360 * Time.deltaTime);
|
||||||
}
|
}
|
||||||
|
|
||||||
UpdateParticlePositionAndRotation(player);
|
UpdateParticlePositionAndRotation(player);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Jump(Player player)
|
private void Jump(Player player)
|
||||||
{
|
{
|
||||||
player.RigidBody.linearVelocity = new Vector2(player.RigidBody.linearVelocity.x, 0);
|
player.RigidBody.linearVelocity = new Vector2(player.RigidBody.linearVelocity.x, 0);
|
||||||
player.RigidBody.AddForce(Vector2.up * JumpForce, ForceMode2D.Impulse);
|
player.RigidBody.AddForce(Vector2.up * JumpForce, ForceMode2D.Impulse);
|
||||||
if (player.LevelsLoader != null)
|
player.LevelsLoader.IncreaseTotalJumps();
|
||||||
{
|
|
||||||
player.LevelsLoader.IncreaseTotalJumps();
|
|
||||||
}
|
|
||||||
isRotating = true;
|
|
||||||
targetRotationAngle = player.transform.eulerAngles.z - 90f;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void PerformRotation(Player player)
|
|
||||||
{
|
|
||||||
float rotationThisFrame = rotationSpeed * Time.deltaTime;
|
|
||||||
float newRotation = Mathf.MoveTowardsAngle(player.transform.eulerAngles.z, targetRotationAngle, rotationThisFrame);
|
|
||||||
player.transform.rotation = Quaternion.Euler(0, 0, newRotation);
|
|
||||||
|
|
||||||
if (Mathf.Abs(Mathf.DeltaAngle(newRotation, targetRotationAngle)) < 0.1f)
|
|
||||||
{
|
|
||||||
player.transform.rotation = Quaternion.Euler(0, 0, targetRotationAngle);
|
|
||||||
isRotating = false;
|
|
||||||
AlignRotation(player);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private bool IsJumping(Player player)
|
private bool IsJumping(Player player)
|
||||||
@ -68,21 +44,31 @@ public class NormalGameMode : IGameMode
|
|||||||
|
|
||||||
private void AlignRotation(Player player)
|
private void AlignRotation(Player player)
|
||||||
{
|
{
|
||||||
Vector3 rotation = player.transform.eulerAngles;
|
Vector3 rotation = player.Transform.rotation.eulerAngles;
|
||||||
rotation.z = Mathf.Round(rotation.z / 90) * 90;
|
rotation.z = Mathf.Round(rotation.z / 90) * 90;
|
||||||
player.transform.rotation = Quaternion.Euler(rotation);
|
player.Transform.rotation = Quaternion.Euler(rotation);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void UpdateParticlePositionAndRotation(Player player)
|
private void UpdateParticlePositionAndRotation(Player player)
|
||||||
{
|
{
|
||||||
player.Particle.transform.position =
|
player.Particle.transform.position = player.Transform.position + new Vector3(-0.19f, -0.64f, -10);
|
||||||
player.transform.position + new Vector3(-0.19f, -0.64f, -10);
|
|
||||||
player.Particle.transform.rotation = Quaternion.Euler(0, 0, 150.464f);
|
player.Particle.transform.rotation = Quaternion.Euler(0, 0, 150.464f);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnCollisionEnter(Player player, Collision2D collision)
|
public void OnCollisionEnter(Player player, Collision2D collision)
|
||||||
{
|
{
|
||||||
player.IsColliding = true;
|
player.IsColliding = true;
|
||||||
|
player.CanJump = true;
|
||||||
|
|
||||||
|
if (collision.gameObject.CompareTag("Kill"))
|
||||||
|
{
|
||||||
|
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (collision.gameObject.CompareTag("Win"))
|
||||||
|
{
|
||||||
|
SceneManager.LoadScene("SelectLevelScene");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnCollisionExit(Player player, Collision2D collision)
|
public void OnCollisionExit(Player player, Collision2D collision)
|
||||||
|
@ -1,4 +1,3 @@
|
|||||||
using System.IO;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.SceneManagement;
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
@ -7,9 +6,9 @@ public class ShipGameMode : IGameMode
|
|||||||
private const float HorizontalSpeed = 8.6f;
|
private const float HorizontalSpeed = 8.6f;
|
||||||
private const float JumpForce = 26.6581f;
|
private const float JumpForce = 26.6581f;
|
||||||
private const KeyCode JumpKey = KeyCode.Space;
|
private const KeyCode JumpKey = KeyCode.Space;
|
||||||
private const float MaxAscentAngle = 45f;
|
private const float UpperAngle = 45f;
|
||||||
private const float MaxDescentAngle = -45f;
|
private const float LowerAngle = -45f;
|
||||||
private const float RotationSpeed = 360f;
|
private const float RotationTransitionDuration = 0.5f;
|
||||||
|
|
||||||
public void Update(Player player)
|
public void Update(Player player)
|
||||||
{
|
{
|
||||||
@ -17,30 +16,28 @@ public class ShipGameMode : IGameMode
|
|||||||
|
|
||||||
bool jumpPressed = Input.GetKey(JumpKey);
|
bool jumpPressed = Input.GetKey(JumpKey);
|
||||||
|
|
||||||
if (jumpPressed)
|
if (player.HasStarted && jumpPressed)
|
||||||
{
|
{
|
||||||
Jump(player);
|
Jump(player);
|
||||||
}
|
|
||||||
|
|
||||||
float targetAngle;
|
if (Input.GetKeyDown(JumpKey))
|
||||||
if (player.RigidBody.linearVelocity.y > 0.1f)
|
{
|
||||||
{
|
player.Transform.rotation = Quaternion.Euler(0, 0, UpperAngle);
|
||||||
float velocityLerp = Mathf.Clamp01(player.RigidBody.linearVelocity.y / JumpForce);
|
}
|
||||||
targetAngle = Mathf.Lerp(0f, MaxAscentAngle, velocityLerp);
|
else
|
||||||
}
|
{
|
||||||
else if (player.RigidBody.linearVelocity.y < -0.1f)
|
player.Transform.rotation = Quaternion.Euler(0, 0, UpperAngle);
|
||||||
{
|
}
|
||||||
float velocityLerp = Mathf.Clamp01(Mathf.Abs(player.RigidBody.linearVelocity.y) / 20f);
|
|
||||||
targetAngle = Mathf.Lerp(0f, MaxDescentAngle, velocityLerp);
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
targetAngle = 0f;
|
float currentAngle = GetCurrentZAngle(player);
|
||||||
}
|
|
||||||
|
|
||||||
float currentAngle = GetCurrentZAngle(player);
|
float t = Mathf.Clamp01(Time.deltaTime / RotationTransitionDuration);
|
||||||
float newAngle = Mathf.MoveTowardsAngle(currentAngle, targetAngle, RotationSpeed * Time.deltaTime);
|
float interpolationFactor = Mathf.Sin(t * (Mathf.PI / 2));
|
||||||
player.Transform.rotation = Quaternion.Euler(0, 0, newAngle);
|
float newAngle = Mathf.Lerp(currentAngle, LowerAngle, interpolationFactor);
|
||||||
|
player.Transform.rotation = Quaternion.Euler(0, 0, newAngle);
|
||||||
|
}
|
||||||
|
|
||||||
if (player.Particle.gameObject.activeSelf)
|
if (player.Particle.gameObject.activeSelf)
|
||||||
{
|
{
|
||||||
@ -52,29 +49,33 @@ public class ShipGameMode : IGameMode
|
|||||||
{
|
{
|
||||||
float angle = player.Transform.rotation.eulerAngles.z;
|
float angle = player.Transform.rotation.eulerAngles.z;
|
||||||
if (angle > 180f)
|
if (angle > 180f)
|
||||||
{
|
|
||||||
angle -= 360f;
|
angle -= 360f;
|
||||||
}
|
|
||||||
return angle;
|
return angle;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Jump(Player player)
|
private void Jump(Player player)
|
||||||
{
|
{
|
||||||
if (player.RigidBody.linearVelocity.y <= 0.1f)
|
player.RigidBody.linearVelocity = new Vector2(player.RigidBody.linearVelocity.x, 0);
|
||||||
{
|
player.RigidBody.AddForce(Vector2.up * JumpForce, ForceMode2D.Impulse);
|
||||||
player.RigidBody.linearVelocity = new Vector2(player.RigidBody.linearVelocity.x, 0);
|
player.LevelsLoader.IncreaseTotalJumps();
|
||||||
player.RigidBody.AddForce(Vector2.up * JumpForce, ForceMode2D.Impulse);
|
|
||||||
if (player.LevelsLoader != null)
|
|
||||||
{
|
|
||||||
player.LevelsLoader.IncreaseTotalJumps();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnCollisionEnter(Player player, Collision2D collision)
|
public void OnCollisionEnter(Player player, Collision2D collision)
|
||||||
{
|
{
|
||||||
float snappedAngle = 0f;
|
if (collision.gameObject.CompareTag("Kill"))
|
||||||
player.Transform.rotation = Quaternion.Euler(0, 0, snappedAngle);
|
{
|
||||||
|
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (collision.gameObject.CompareTag("Win"))
|
||||||
|
{
|
||||||
|
SceneManager.LoadScene("HomeScene");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
float currentAngle = GetCurrentZAngle(player);
|
||||||
|
float shortestAngle = Mathf.DeltaAngle(currentAngle, 0);
|
||||||
|
player.Transform.rotation = Quaternion.RotateTowards(player.Transform.rotation, Quaternion.Euler(0, 0, 0), Mathf.Abs(shortestAngle));
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnCollisionExit(Player player, Collision2D collision)
|
public void OnCollisionExit(Player player, Collision2D collision)
|
||||||
|
@ -1,155 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using System.IO;
|
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using SimpleFileBrowser;
|
|
||||||
using TMPro;
|
|
||||||
|
|
||||||
#if UNITY_EDITOR
|
|
||||||
using UnityEditor;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
[RequireComponent(typeof(LevelEditor))]
|
|
||||||
public class JSONExporter : MonoBehaviour
|
|
||||||
{
|
|
||||||
public TMP_Text statusText;
|
|
||||||
public int difficultyToExport = 1;
|
|
||||||
private LevelEditor editor;
|
|
||||||
private string levelsFolder;
|
|
||||||
private string assetFolderPath;
|
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
|
||||||
editor = GetComponent<LevelEditor>();
|
|
||||||
levelsFolder = Path.Combine(Application.dataPath, "Resources/Levels");
|
|
||||||
if (!Directory.Exists(levelsFolder))
|
|
||||||
Directory.CreateDirectory(levelsFolder);
|
|
||||||
|
|
||||||
assetFolderPath = "Assets/Resources/Levels";
|
|
||||||
|
|
||||||
if (statusText == null)
|
|
||||||
{
|
|
||||||
var statusObj = GameObject.Find("StatusText");
|
|
||||||
if (statusObj != null)
|
|
||||||
statusText = statusObj.GetComponent<TMP_Text>();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Start()
|
|
||||||
{
|
|
||||||
SetStatus("Ready to export...", Color.white);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ExportJSON()
|
|
||||||
{
|
|
||||||
SetStatus("Exporting...", Color.yellow);
|
|
||||||
StartCoroutine(ShowSaveDialog());
|
|
||||||
}
|
|
||||||
|
|
||||||
private IEnumerator ShowSaveDialog()
|
|
||||||
{
|
|
||||||
yield return FileBrowser.WaitForSaveDialog(
|
|
||||||
FileBrowser.PickMode.Files,
|
|
||||||
false,
|
|
||||||
levelsFolder,
|
|
||||||
"NewLevel.json",
|
|
||||||
"Save Level JSON",
|
|
||||||
"Save"
|
|
||||||
);
|
|
||||||
|
|
||||||
if (!FileBrowser.Success)
|
|
||||||
{
|
|
||||||
SetStatus("Save canceled.", Color.red);
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
|
|
||||||
string chosenPath = FileBrowser.Result[0];
|
|
||||||
string fileName = Path.GetFileNameWithoutExtension(chosenPath);
|
|
||||||
string destPath = Path.Combine(levelsFolder, fileName + ".json");
|
|
||||||
|
|
||||||
var elements = new List<SerializableElement>();
|
|
||||||
var allCols = Object.FindObjectsByType<Collider2D>(FindObjectsSortMode.None);
|
|
||||||
foreach (var col in allCols)
|
|
||||||
{
|
|
||||||
var go = col.gameObject;
|
|
||||||
if (!go.name.Contains("(Clone)") || go.name.ToLower().Contains("ground"))
|
|
||||||
continue;
|
|
||||||
|
|
||||||
Vector3 scale = go.transform.localScale;
|
|
||||||
Vector3 pos = go.transform.position;
|
|
||||||
|
|
||||||
elements.Add(new SerializableElement
|
|
||||||
{
|
|
||||||
type = go.name.Replace("(Clone)", ""),
|
|
||||||
x = Mathf.Round(pos.x * 100f) / 100f,
|
|
||||||
y = Mathf.Round(pos.y * 100f) / 100f,
|
|
||||||
scaleX = Mathf.Round(scale.x * 100f) / 100f,
|
|
||||||
scaleY = Mathf.Round(scale.y * 100f) / 100f,
|
|
||||||
rotationZ = Mathf.Round(go.transform.rotation.eulerAngles.z * 100f) / 100f
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
if (elements.Count == 0)
|
|
||||||
{
|
|
||||||
SetStatus("No elements to export.", Color.red);
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
|
|
||||||
LevelData data = new LevelData
|
|
||||||
{
|
|
||||||
name = fileName,
|
|
||||||
musicName = "",
|
|
||||||
order = 0,
|
|
||||||
difficulty = difficultyToExport,
|
|
||||||
elements = elements.ToArray()
|
|
||||||
};
|
|
||||||
string json = JsonUtility.ToJson(data, prettyPrint: true);
|
|
||||||
|
|
||||||
try
|
|
||||||
{
|
|
||||||
File.WriteAllText(destPath, json);
|
|
||||||
SetStatus($"Export successful: {fileName}.json (diff {difficultyToExport})", Color.green);
|
|
||||||
}
|
|
||||||
catch (System.Exception e)
|
|
||||||
{
|
|
||||||
Debug.LogError("Export error: " + e);
|
|
||||||
SetStatus("Export error. See console.", Color.red);
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
|
|
||||||
#if UNITY_EDITOR
|
|
||||||
string assetPath = Path.Combine(assetFolderPath, fileName + ".json");
|
|
||||||
AssetDatabase.ImportAsset(assetPath, ImportAssetOptions.ForceUpdate);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
var loader = FindObjectOfType<LevelsLoader>();
|
|
||||||
loader?.RefreshLevels();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void SetStatus(string message, Color color)
|
|
||||||
{
|
|
||||||
if (statusText == null) return;
|
|
||||||
statusText.text = message;
|
|
||||||
statusText.color = color;
|
|
||||||
statusText.gameObject.SetActive(false);
|
|
||||||
statusText.gameObject.SetActive(true);
|
|
||||||
Canvas.ForceUpdateCanvases();
|
|
||||||
}
|
|
||||||
|
|
||||||
[System.Serializable]
|
|
||||||
private class SerializableElement
|
|
||||||
{
|
|
||||||
public string type;
|
|
||||||
public float x, y, scaleX, scaleY, rotationZ;
|
|
||||||
}
|
|
||||||
|
|
||||||
[System.Serializable]
|
|
||||||
private class LevelData
|
|
||||||
{
|
|
||||||
public string name;
|
|
||||||
public string musicName;
|
|
||||||
public int order;
|
|
||||||
public int difficulty;
|
|
||||||
public SerializableElement[] elements;
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: d3227fe18f4441647bdd19d3131efa02
|
|
@ -17,6 +17,18 @@ public class JSONImporter : MonoBehaviour
|
|||||||
if (statusObj != null)
|
if (statusObj != null)
|
||||||
{
|
{
|
||||||
statusText = statusObj.GetComponent<TMP_Text>();
|
statusText = statusObj.GetComponent<TMP_Text>();
|
||||||
|
if (statusText != null)
|
||||||
|
{
|
||||||
|
Debug.Log("✅ StatusText found and assigned automatically!");
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.LogError("⚠️ 'StatusText' was found but does not have a TMP_Text component!");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.LogError("⚠️ No GameObject named 'StatusText' found in the scene. Please create a TextMeshPro element and name it 'StatusText'.");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -28,10 +40,15 @@ public class JSONImporter : MonoBehaviour
|
|||||||
statusText.text = "Ready to import...";
|
statusText.text = "Ready to import...";
|
||||||
statusText.color = Color.white;
|
statusText.color = Color.white;
|
||||||
}
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.LogError("statusText is not assigned!");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ImportJSON()
|
public void ImportJSON()
|
||||||
{
|
{
|
||||||
|
Debug.Log("Button clicked, starting import...");
|
||||||
if (statusText != null)
|
if (statusText != null)
|
||||||
{
|
{
|
||||||
statusText.text = "Importing...";
|
statusText.text = "Importing...";
|
||||||
@ -63,7 +80,10 @@ public class JSONImporter : MonoBehaviour
|
|||||||
File.Copy(sourcePath, destinationPath, true);
|
File.Copy(sourcePath, destinationPath, true);
|
||||||
success = true;
|
success = true;
|
||||||
}
|
}
|
||||||
catch { }
|
catch (IOException e)
|
||||||
|
{
|
||||||
|
Debug.LogError("Error copying file: " + e.Message);
|
||||||
|
}
|
||||||
|
|
||||||
if (success)
|
if (success)
|
||||||
{
|
{
|
||||||
@ -100,5 +120,9 @@ public class JSONImporter : MonoBehaviour
|
|||||||
statusText.gameObject.SetActive(true);
|
statusText.gameObject.SetActive(true);
|
||||||
Canvas.ForceUpdateCanvases();
|
Canvas.ForceUpdateCanvases();
|
||||||
}
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.LogError("statusText is NULL!");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,153 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using UnityEngine.UI;
|
|
||||||
using System.IO;
|
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using SimpleFileBrowser;
|
|
||||||
using TMPro;
|
|
||||||
|
|
||||||
[System.Serializable]
|
|
||||||
public class BlockData
|
|
||||||
{
|
|
||||||
public string prefabName;
|
|
||||||
public Vector3 position;
|
|
||||||
public float rotationZ;
|
|
||||||
public Vector3 scale;
|
|
||||||
}
|
|
||||||
|
|
||||||
[System.Serializable]
|
|
||||||
public class LevelData
|
|
||||||
{
|
|
||||||
public string levelName;
|
|
||||||
public List<BlockData> blocks = new List<BlockData>();
|
|
||||||
}
|
|
||||||
|
|
||||||
public class JSONLevelEditor : MonoBehaviour
|
|
||||||
{
|
|
||||||
[Header("UI")]
|
|
||||||
public TMP_Dropdown levelDropdown;
|
|
||||||
public Button loadButton;
|
|
||||||
public Button saveButton;
|
|
||||||
public TMP_Text statusText;
|
|
||||||
|
|
||||||
[Header("Editor")]
|
|
||||||
public Transform editRoot; // où on instancie les blocs
|
|
||||||
public List<GameObject> blockPrefabs; // à remplir dans l’inspecteur (mêmes noms que dans JSON)
|
|
||||||
|
|
||||||
private LevelData currentLevel;
|
|
||||||
private string currentJsonPath;
|
|
||||||
|
|
||||||
private void Start()
|
|
||||||
{
|
|
||||||
// Remplir la dropdown avec les JSON disponibles dans Resources/Levels
|
|
||||||
var assets = Resources.LoadAll<TextAsset>("Levels");
|
|
||||||
levelDropdown.options.Clear();
|
|
||||||
foreach (var txt in assets)
|
|
||||||
levelDropdown.options.Add(new TMP_Dropdown.OptionData(txt.name));
|
|
||||||
levelDropdown.RefreshShownValue();
|
|
||||||
|
|
||||||
loadButton.onClick.AddListener(OnLoadClicked);
|
|
||||||
saveButton.onClick.AddListener(OnSaveClicked);
|
|
||||||
UpdateStatus("Prêt.", Color.white);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnLoadClicked()
|
|
||||||
{
|
|
||||||
string lvlName = levelDropdown.options[levelDropdown.value].text;
|
|
||||||
TextAsset json = Resources.Load<TextAsset>($"Levels/{lvlName}");
|
|
||||||
if (json == null)
|
|
||||||
{
|
|
||||||
UpdateStatus($"Niveau '{lvlName}' introuvable.", Color.red);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
currentJsonPath = Path.Combine(Application.dataPath, "Resources/Levels", lvlName + ".json");
|
|
||||||
currentLevel = JsonUtility.FromJson<LevelData>(json.text);
|
|
||||||
if (currentLevel == null)
|
|
||||||
{
|
|
||||||
UpdateStatus("Impossible de parser le JSON.", Color.red);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
ClearEditRoot();
|
|
||||||
foreach (var bd in currentLevel.blocks)
|
|
||||||
{
|
|
||||||
var prefab = blockPrefabs.Find(p => p.name == bd.prefabName);
|
|
||||||
if (prefab == null) continue;
|
|
||||||
var go = Instantiate(prefab, editRoot);
|
|
||||||
go.transform.localPosition = bd.position;
|
|
||||||
go.transform.localEulerAngles = new Vector3(0, 0, bd.rotationZ);
|
|
||||||
go.transform.localScale = bd.scale;
|
|
||||||
// vous pouvez ajouter un script pour manipuler ce 'go' dans l’éditeur
|
|
||||||
}
|
|
||||||
|
|
||||||
UpdateStatus($"Niveau '{lvlName}' chargé.", Color.green);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnSaveClicked()
|
|
||||||
{
|
|
||||||
if (currentLevel == null)
|
|
||||||
{
|
|
||||||
UpdateStatus("Aucun niveau chargé.", Color.red);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Reconstruire le LevelData depuis les enfants de editRoot
|
|
||||||
currentLevel.blocks.Clear();
|
|
||||||
foreach (Transform child in editRoot)
|
|
||||||
{
|
|
||||||
var bd = new BlockData
|
|
||||||
{
|
|
||||||
prefabName = child.name.Replace("(Clone)", ""),
|
|
||||||
position = child.localPosition,
|
|
||||||
rotationZ = child.localEulerAngles.z,
|
|
||||||
scale = child.localScale
|
|
||||||
};
|
|
||||||
currentLevel.blocks.Add(bd);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Demande path de sauvegarde
|
|
||||||
StartCoroutine(DoSaveDialog());
|
|
||||||
}
|
|
||||||
|
|
||||||
private IEnumerator DoSaveDialog()
|
|
||||||
{
|
|
||||||
yield return FileBrowser.WaitForSaveDialog(
|
|
||||||
FileBrowser.PickMode.Files, false, null, "json",
|
|
||||||
"Save JSON", "Save");
|
|
||||||
|
|
||||||
if (!FileBrowser.Success)
|
|
||||||
{
|
|
||||||
UpdateStatus("Sauvegarde annulée.", Color.red);
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
|
|
||||||
string dest = FileBrowser.Result[0];
|
|
||||||
if (!dest.EndsWith(".json")) dest += ".json";
|
|
||||||
|
|
||||||
string jsonText = JsonUtility.ToJson(currentLevel, true);
|
|
||||||
try
|
|
||||||
{
|
|
||||||
File.WriteAllText(dest, jsonText);
|
|
||||||
UpdateStatus($"Sauvegardé : {dest}", Color.green);
|
|
||||||
}
|
|
||||||
catch (System.Exception e)
|
|
||||||
{
|
|
||||||
Debug.LogError(e);
|
|
||||||
UpdateStatus("Erreur lors de la sauvegarde.", Color.red);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void ClearEditRoot()
|
|
||||||
{
|
|
||||||
for (int i = editRoot.childCount - 1; i >= 0; i--)
|
|
||||||
DestroyImmediate(editRoot.GetChild(i).gameObject);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void UpdateStatus(string msg, Color col)
|
|
||||||
{
|
|
||||||
if (statusText == null) return;
|
|
||||||
statusText.text = msg;
|
|
||||||
statusText.color = col;
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 4a995a69086a0184d830aa300b3c2843
|
|
@ -11,7 +11,6 @@ public class LevelElement
|
|||||||
public float y;
|
public float y;
|
||||||
public float scaleX = -1;
|
public float scaleX = -1;
|
||||||
public float scaleY = -1;
|
public float scaleY = -1;
|
||||||
public float rotationZ = 0;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
[System.Serializable]
|
[System.Serializable]
|
||||||
@ -27,7 +26,6 @@ public class Level
|
|||||||
public string name;
|
public string name;
|
||||||
public string musicName;
|
public string musicName;
|
||||||
public int order;
|
public int order;
|
||||||
public int difficulty;
|
|
||||||
|
|
||||||
public List<LevelElement> elements;
|
public List<LevelElement> elements;
|
||||||
|
|
||||||
|
@ -1,14 +1,14 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
using UnityEngine.EventSystems;
|
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
|
||||||
public class LevelEditor : MonoBehaviour
|
public class LevelEditor : MonoBehaviour
|
||||||
{
|
{
|
||||||
[Header("Placement")]
|
[Header("Placement")]
|
||||||
|
public Transform mapParent;
|
||||||
private GameObject currentBlock;
|
private GameObject currentBlock;
|
||||||
private bool isPlacingBlock = false;
|
private bool isPlacingBlock = false;
|
||||||
private Vector3 currentScale = Vector3.one;
|
private Vector3 currentScale = new Vector3(1f, 1f, 1);
|
||||||
private float scaleStep = 0.1f;
|
private float scaleStep = 0.1f;
|
||||||
|
|
||||||
[Header("UI")]
|
[Header("UI")]
|
||||||
@ -28,548 +28,229 @@ public class LevelEditor : MonoBehaviour
|
|||||||
|
|
||||||
private enum ResizeAxis { None, Horizontal, Vertical }
|
private enum ResizeAxis { None, Horizontal, Vertical }
|
||||||
private ResizeAxis currentResizeAxis = ResizeAxis.None;
|
private ResizeAxis currentResizeAxis = ResizeAxis.None;
|
||||||
private Transform persistentBlockContainer;
|
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
persistentBlockContainer = new GameObject("PlacedBlocks").transform;
|
|
||||||
DontDestroyOnLoad(persistentBlockContainer.gameObject);
|
|
||||||
LoadPrefabs();
|
LoadPrefabs();
|
||||||
GenerateButtons();
|
GenerateButtons();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update()
|
|
||||||
{
|
|
||||||
if (IsPointerOverUI()) return;
|
|
||||||
|
|
||||||
if (isPlacingBlock && currentBlock != null)
|
|
||||||
HandleBlockPlacement();
|
|
||||||
else
|
|
||||||
HandleBlockSelection();
|
|
||||||
|
|
||||||
HandleBlockResizing();
|
|
||||||
HandleBlockDeletion();
|
|
||||||
}
|
|
||||||
|
|
||||||
void OnDestroy()
|
|
||||||
{
|
|
||||||
ClearEditor();
|
|
||||||
}
|
|
||||||
#region UI
|
|
||||||
|
|
||||||
void LoadPrefabs()
|
void LoadPrefabs()
|
||||||
{
|
{
|
||||||
var all = Resources.LoadAll<GameObject>("Prefabs");
|
blockPrefabs.AddRange(Resources.LoadAll<GameObject>("Prefabs"));
|
||||||
blockPrefabs.Clear();
|
|
||||||
foreach (var prefab in all)
|
|
||||||
{
|
|
||||||
var name = prefab.name.ToLower();
|
|
||||||
if (name == "ground" || name == "winnerwall") continue;
|
|
||||||
blockPrefabs.Add(prefab);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void GenerateButtons()
|
void GenerateButtons()
|
||||||
{
|
{
|
||||||
ClearCurrentButtons();
|
ClearCurrentButtons();
|
||||||
if (blockGroupContainer == null || buttonPrefabTemplate == null)
|
|
||||||
|
Transform container = blockGroupContainer;
|
||||||
|
|
||||||
|
if (container == null || buttonPrefabTemplate == null)
|
||||||
{
|
{
|
||||||
Debug.LogError("UI Container ou prefab manquant.");
|
Debug.LogError("UI Container ou prefab de bouton manquant.");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
int start = currentPage * buttonsPerPage;
|
int start = currentPage * buttonsPerPage;
|
||||||
int end = Mathf.Min(start + buttonsPerPage, blockPrefabs.Count);
|
int end = Mathf.Min(start + buttonsPerPage, blockPrefabs.Count);
|
||||||
|
|
||||||
for (int i = start; i < end; i++)
|
for (int i = start; i < end; i++)
|
||||||
{
|
{
|
||||||
var btn = Instantiate(buttonPrefabTemplate, blockGroupContainer);
|
GameObject button = Instantiate(buttonPrefabTemplate, container);
|
||||||
btn.SetActive(true);
|
button.SetActive(true);
|
||||||
SetupButtonVisual(btn.transform, blockPrefabs[i], i - start);
|
|
||||||
var prefab = blockPrefabs[i];
|
|
||||||
btn.GetComponent<Button>().onClick.AddListener(() => SelectPrefab(prefab));
|
|
||||||
currentButtons.Add(btn);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void SetupButtonVisual(Transform t, GameObject prefab, int idx)
|
Transform canvas = button.transform.Find("Canvas");
|
||||||
{
|
Transform bg = canvas?.Find("BlankSquare");
|
||||||
var canvas = t.Find("Canvas");
|
Transform icon = canvas?.Find("PrefabIcon");
|
||||||
var bg = canvas?.Find("BlankSquare");
|
|
||||||
var icon = canvas?.Find("PrefabIcon");
|
if (bg == null || icon == null)
|
||||||
if (bg == null || icon == null) { Destroy(t.gameObject); return; }
|
{
|
||||||
float xOff = -325f + idx * 125f;
|
Destroy(button);
|
||||||
var bgRt = bg.GetComponent<RectTransform>();
|
continue;
|
||||||
var icRt = icon.GetComponent<RectTransform>();
|
}
|
||||||
bgRt.anchoredPosition = new Vector2(xOff, bgRt.anchoredPosition.y - 110);
|
|
||||||
icRt.anchoredPosition = new Vector2(xOff, icRt.anchoredPosition.y - 110);
|
float xOffset = -375f + (i - start) * 125f;
|
||||||
bg.GetComponent<Image>().sprite = Resources.Load<Sprite>("InGame/ButtonSkin/BlankSquare");
|
bg.GetComponent<RectTransform>().anchoredPosition = new Vector2(xOffset, bg.GetComponent<RectTransform>().anchoredPosition.y);
|
||||||
icon.GetComponent<Image>().sprite = prefab.GetComponent<SpriteRenderer>()?.sprite;
|
icon.GetComponent<RectTransform>().anchoredPosition = new Vector2(xOffset, icon.GetComponent<RectTransform>().anchoredPosition.y);
|
||||||
icRt.sizeDelta = prefab.name.ToLower().Contains("small")
|
|
||||||
? new Vector2(50, 25)
|
Image bgImage = bg.GetComponent<Image>();
|
||||||
: new Vector2(50, 50);
|
Image iconImage = icon.GetComponent<Image>();
|
||||||
|
|
||||||
|
bgImage.sprite = Resources.Load<Sprite>("InGame/ButtonSkin/BlankSquare");
|
||||||
|
iconImage.sprite = blockPrefabs[i].GetComponent<SpriteRenderer>()?.sprite;
|
||||||
|
|
||||||
|
string prefabName = blockPrefabs[i].name.ToLower();
|
||||||
|
if (prefabName.Contains("smallspike") || prefabName.Contains("smallobstacle"))
|
||||||
|
icon.GetComponent<RectTransform>().sizeDelta = new Vector2(50, 25);
|
||||||
|
else
|
||||||
|
icon.GetComponent<RectTransform>().sizeDelta = new Vector2(50, 50);
|
||||||
|
|
||||||
|
GameObject prefab = blockPrefabs[i];
|
||||||
|
button.GetComponent<Button>().onClick.AddListener(() => SelectPrefab(prefab));
|
||||||
|
currentButtons.Add(button);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void ClearCurrentButtons()
|
void ClearCurrentButtons()
|
||||||
{
|
{
|
||||||
foreach (var b in currentButtons) Destroy(b);
|
foreach (var button in currentButtons)
|
||||||
|
Destroy(button);
|
||||||
|
|
||||||
currentButtons.Clear();
|
currentButtons.Clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void NextPage()
|
public void NextPage()
|
||||||
{
|
{
|
||||||
int max = Mathf.CeilToInt(blockPrefabs.Count / (float)buttonsPerPage);
|
int maxPage = 3;
|
||||||
if (currentPage < max - 1) { currentPage++; GenerateButtons(); }
|
Debug.Log(currentPage);
|
||||||
|
if (currentPage < maxPage - 1)
|
||||||
|
{
|
||||||
|
currentPage++;
|
||||||
|
GenerateButtons();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void PreviousPage()
|
public void PreviousPage()
|
||||||
{
|
{
|
||||||
if (currentPage > 0) { currentPage--; GenerateButtons(); }
|
Debug.Log(currentPage);
|
||||||
|
if (currentPage > 0)
|
||||||
|
{
|
||||||
|
currentPage--;
|
||||||
|
GenerateButtons();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
#region Placement
|
|
||||||
|
|
||||||
void SelectPrefab(GameObject prefab)
|
void SelectPrefab(GameObject prefab)
|
||||||
{
|
{
|
||||||
if (isPlacingBlock) return;
|
if (isPlacingBlock) return;
|
||||||
currentScale = DetermineScaleFromName(prefab.name);
|
|
||||||
|
string name = prefab.name.ToLower();
|
||||||
|
|
||||||
|
if (name.Contains("portal"))
|
||||||
|
currentScale = new Vector3(0.5f, 0.5f, 1);
|
||||||
|
else if (name.Contains("small"))
|
||||||
|
currentScale = new Vector3(0.15f, 0.07f, 1);
|
||||||
|
else if (name.Contains("spike"))
|
||||||
|
currentScale = new Vector3(0.15f, 0.15f, 1);
|
||||||
|
else if (name.Contains("block"))
|
||||||
|
currentScale = new Vector3(0.2f, 0.2f, 1);
|
||||||
|
else if (name.Contains("bonus"))
|
||||||
|
currentScale = new Vector3(0.3f, 0.3f, 1);
|
||||||
|
else
|
||||||
|
currentScale = new Vector3(1f, 1f, 1);
|
||||||
|
|
||||||
InstantiateAndPrepare(prefab, currentScale);
|
InstantiateAndPrepare(prefab, currentScale);
|
||||||
}
|
}
|
||||||
|
|
||||||
Vector3 DetermineScaleFromName(string name)
|
void Update()
|
||||||
{
|
{
|
||||||
name = name.ToLower();
|
if (isPlacingBlock && currentBlock != null)
|
||||||
if (name.Contains("portal")) return new Vector3(0.5f, 0.5f, 1);
|
|
||||||
if (name.Contains("small")) return new Vector3(0.15f, 0.07f, 1);
|
|
||||||
if (name.Contains("spike")) return new Vector3(0.15f, 0.15f, 1);
|
|
||||||
if (name.Contains("block")) return new Vector3(0.2f, 0.2f, 1);
|
|
||||||
if (name.Contains("bonus")) return new Vector3(0.3f, 0.3f, 1);
|
|
||||||
return Vector3.one;
|
|
||||||
}
|
|
||||||
|
|
||||||
void HandleBlockPlacement()
|
|
||||||
{
|
|
||||||
Vector2 m = Camera.main.ScreenToWorldPoint(Input.mousePosition);
|
|
||||||
currentBlock.transform.position = new Vector3(Mathf.Round(m.x), Mathf.Round(m.y), -1);
|
|
||||||
if (Input.GetKeyDown(KeyCode.R)) HandleBlockRotation();
|
|
||||||
if (!currentBlock.name.ToLower().Contains("portal"))
|
|
||||||
{
|
{
|
||||||
float s = Input.GetAxis("Mouse ScrollWheel");
|
Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
|
||||||
if (s != 0)
|
currentBlock.transform.position = new Vector3(Mathf.Round(mousePos.x), Mathf.Round(mousePos.y), -1);
|
||||||
|
|
||||||
|
if (!currentBlock.name.ToLower().Contains("portal"))
|
||||||
{
|
{
|
||||||
float ns = Mathf.Max(0.1f, currentScale.x + s * scaleStep);
|
float scroll = Input.GetAxis("Mouse ScrollWheel");
|
||||||
currentScale = Vector3.one * ns;
|
if (scroll != 0)
|
||||||
currentBlock.transform.localScale = currentScale;
|
{
|
||||||
|
float newScale = Mathf.Max(0.1f, currentScale.x + scroll * scaleStep);
|
||||||
|
currentScale = new Vector3(newScale, newScale, 1);
|
||||||
|
currentBlock.transform.localScale = currentScale;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (Input.GetMouseButtonDown(0))
|
||||||
|
{
|
||||||
|
Collider2D[] overlaps = Physics2D.OverlapBoxAll(
|
||||||
|
currentBlock.transform.position,
|
||||||
|
currentBlock.GetComponent<Collider2D>().bounds.size,
|
||||||
|
0f
|
||||||
|
);
|
||||||
|
|
||||||
|
if (overlaps.Length > 1)
|
||||||
|
{
|
||||||
|
Debug.Log("Placement annulé : un objet est déjà présent à cet endroit.");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
PlaceBlock();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (Input.GetMouseButtonDown(0))
|
|
||||||
|
if (Input.GetMouseButtonDown(0) && !isPlacingBlock)
|
||||||
{
|
{
|
||||||
if (!IsPlacementValid())
|
Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
|
||||||
|
Collider2D hit = Physics2D.OverlapPoint(mousePos);
|
||||||
|
|
||||||
|
if (hit != null)
|
||||||
{
|
{
|
||||||
return;
|
resizingTarget = hit.gameObject;
|
||||||
|
originalMousePos = mousePos;
|
||||||
|
originalScale = resizingTarget.transform.localScale;
|
||||||
|
|
||||||
|
Vector2 localClick = mousePos - (Vector2)resizingTarget.transform.position;
|
||||||
|
float ratio = resizingTarget.GetComponent<Collider2D>().bounds.size.x /
|
||||||
|
resizingTarget.GetComponent<Collider2D>().bounds.size.y;
|
||||||
|
|
||||||
|
currentResizeAxis = Mathf.Abs(localClick.x) > Mathf.Abs(localClick.y * ratio)
|
||||||
|
? ResizeAxis.Horizontal
|
||||||
|
: ResizeAxis.Vertical;
|
||||||
|
|
||||||
|
isResizing = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (isResizing && resizingTarget != null)
|
||||||
|
{
|
||||||
|
Vector3 currentMousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
|
||||||
|
Vector3 delta = currentMousePos - originalMousePos;
|
||||||
|
|
||||||
|
if (currentResizeAxis == ResizeAxis.Horizontal)
|
||||||
|
{
|
||||||
|
float newScaleX = Mathf.Max(0.1f, originalScale.x + delta.x);
|
||||||
|
resizingTarget.transform.localScale = new Vector3(newScaleX, originalScale.y, 1);
|
||||||
|
}
|
||||||
|
else if (currentResizeAxis == ResizeAxis.Vertical)
|
||||||
|
{
|
||||||
|
float newScaleY = Mathf.Max(0.1f, originalScale.y + delta.y);
|
||||||
|
resizingTarget.transform.localScale = new Vector3(originalScale.x, newScaleY, 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (Input.GetMouseButtonUp(0))
|
||||||
|
{
|
||||||
|
isResizing = false;
|
||||||
|
resizingTarget = null;
|
||||||
|
currentResizeAxis = ResizeAxis.None;
|
||||||
}
|
}
|
||||||
PlaceBlock();
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
bool IsPlacementValid()
|
|
||||||
{
|
|
||||||
var col = currentBlock.GetComponent<Collider2D>();
|
|
||||||
var hits = Physics2D.OverlapBoxAll(col.bounds.center, col.bounds.size, 0f);
|
|
||||||
foreach (var h in hits)
|
|
||||||
{
|
|
||||||
if (h == col) continue;
|
|
||||||
if (h.transform.IsChildOf(currentBlock.transform)) continue;
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
void HandleBlockSelection()
|
|
||||||
{
|
|
||||||
if (!Input.GetMouseButtonDown(0)) return;
|
|
||||||
Vector2 m = Camera.main.ScreenToWorldPoint(Input.mousePosition);
|
|
||||||
var hit = Physics2D.OverlapPoint(m);
|
|
||||||
if (hit != null && !hit.CompareTag("Ground"))
|
|
||||||
{
|
|
||||||
var sel = hit.gameObject;
|
|
||||||
if ((sel.name.Contains("ObstacleSafer") || sel.name.Contains("ObstacleKiller"))
|
|
||||||
&& sel.transform.parent != null
|
|
||||||
&& sel.transform.parent.name.Contains("ObstacleBlock"))
|
|
||||||
sel = sel.transform.parent.gameObject;
|
|
||||||
currentBlock = sel;
|
|
||||||
isPlacingBlock = true;
|
|
||||||
currentScale = currentBlock.transform.localScale;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
void PlaceBlock()
|
void PlaceBlock()
|
||||||
{
|
{
|
||||||
string name = currentBlock.name.ToLower();
|
|
||||||
bool isSpikeType = name.Contains("spike") || name.Contains("smallspike") || name.Contains("killzone");
|
|
||||||
|
|
||||||
if (isSpikeType)
|
|
||||||
{
|
|
||||||
if (IsBlockedBySameTypeInSnapDirection())
|
|
||||||
{
|
|
||||||
Debug.LogError("Impossible de poser un spike sur un autre spike !");
|
|
||||||
Destroy(currentBlock);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if (!SnapSpikeByRotation())
|
|
||||||
{
|
|
||||||
Debug.LogError("Impossible de poser un spike dans le vide !");
|
|
||||||
Destroy(currentBlock);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
TrySnapToNearbyBlock();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
TrySnapToNearbyBlock();
|
|
||||||
|
|
||||||
if (name.Contains("obstacleblock"))
|
|
||||||
{
|
|
||||||
foreach (Transform child in currentBlock.transform)
|
|
||||||
{
|
|
||||||
if (child.name.ToLower().Contains("obstaclekiller"))
|
|
||||||
{
|
|
||||||
var col = child.GetComponent<BoxCollider2D>();
|
|
||||||
if (col != null)
|
|
||||||
{
|
|
||||||
Vector2 originalSize = col.size;
|
|
||||||
col.size = new Vector2(originalSize.x, 1f);
|
|
||||||
col.offset = new Vector2(col.offset.x, -0.5f);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
isPlacingBlock = false;
|
isPlacingBlock = false;
|
||||||
currentBlock = null;
|
currentBlock = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool IsBlockedBySameTypeInSnapDirection()
|
|
||||||
{
|
|
||||||
var col = currentBlock.GetComponent<Collider2D>();
|
|
||||||
var b = col.bounds;
|
|
||||||
|
|
||||||
int rot = (Mathf.RoundToInt(currentBlock.transform.eulerAngles.z / 90) % 4 + 4) % 4;
|
|
||||||
Vector2 dir = rot switch
|
|
||||||
{
|
|
||||||
1 => Vector2.right,
|
|
||||||
2 => Vector2.up,
|
|
||||||
3 => Vector2.left,
|
|
||||||
_ => Vector2.down
|
|
||||||
};
|
|
||||||
|
|
||||||
float offset = 0.01f;
|
|
||||||
Vector2 origin = rot switch
|
|
||||||
{
|
|
||||||
1 => new Vector2(b.min.x - offset, b.center.y), // left
|
|
||||||
3 => new Vector2(b.max.x + offset, b.center.y), // right
|
|
||||||
2 => new Vector2(b.center.x, b.max.y + offset), // top
|
|
||||||
_ => new Vector2(b.center.x, b.min.y - offset) // bottom
|
|
||||||
};
|
|
||||||
|
|
||||||
RaycastHit2D[] hits = Physics2D.BoxCastAll(
|
|
||||||
origin,
|
|
||||||
b.size,
|
|
||||||
0f,
|
|
||||||
dir,
|
|
||||||
100f
|
|
||||||
);
|
|
||||||
|
|
||||||
foreach (var h in hits)
|
|
||||||
{
|
|
||||||
if (h.collider == null || h.collider.gameObject == currentBlock) continue;
|
|
||||||
if (h.collider.isTrigger) continue;
|
|
||||||
|
|
||||||
string me = currentBlock.name.ToLower();
|
|
||||||
string other = h.collider.gameObject.name.ToLower();
|
|
||||||
|
|
||||||
bool meIsSpikeFamily = me.Contains("spike") || me.Contains("killzone");
|
|
||||||
bool otherIsSpikeFamily = other.Contains("spike") || other.Contains("killzone");
|
|
||||||
|
|
||||||
if (meIsSpikeFamily && otherIsSpikeFamily)
|
|
||||||
{
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool SnapSpikeByRotation()
|
|
||||||
{
|
|
||||||
var col = currentBlock.GetComponent<Collider2D>();
|
|
||||||
var b = col.bounds;
|
|
||||||
float hw = b.extents.x;
|
|
||||||
float hh = b.extents.y;
|
|
||||||
|
|
||||||
int rot = ((Mathf.RoundToInt(currentBlock.transform.eulerAngles.z / 90f) % 4) + 4) % 4;
|
|
||||||
Vector2 dir;
|
|
||||||
switch (rot)
|
|
||||||
{
|
|
||||||
case 1: dir = Vector2.right; break;
|
|
||||||
case 2: dir = Vector2.up; break;
|
|
||||||
case 3: dir = Vector2.left; break;
|
|
||||||
default: dir = Vector2.down; break;
|
|
||||||
}
|
|
||||||
|
|
||||||
const float eps = 0.01f;
|
|
||||||
List<Vector2> origins = new List<Vector2>();
|
|
||||||
if (dir == Vector2.down || dir == Vector2.up)
|
|
||||||
{
|
|
||||||
float y0 = (dir == Vector2.down) ? b.min.y - eps : b.max.y + eps;
|
|
||||||
origins.Add(new Vector2(b.min.x + 0.1f * b.size.x, y0));
|
|
||||||
origins.Add(new Vector2(b.center.x, y0));
|
|
||||||
origins.Add(new Vector2(b.max.x - 0.1f * b.size.x, y0));
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
float x0 = (dir == Vector2.left) ? b.min.x - eps : b.max.x + eps;
|
|
||||||
origins.Add(new Vector2(x0, b.min.y + 0.1f * b.size.y));
|
|
||||||
origins.Add(new Vector2(x0, b.center.y));
|
|
||||||
origins.Add(new Vector2(x0, b.max.y - 0.1f * b.size.y));
|
|
||||||
}
|
|
||||||
|
|
||||||
float bestDist = float.PositiveInfinity;
|
|
||||||
RaycastHit2D bestHit = default;
|
|
||||||
foreach (var o in origins)
|
|
||||||
{
|
|
||||||
var hits = Physics2D.RaycastAll(o, dir, 100f);
|
|
||||||
foreach (var h in hits)
|
|
||||||
{
|
|
||||||
if (h.collider == null || h.collider.gameObject == currentBlock) continue;
|
|
||||||
if (h.collider.isTrigger) continue;
|
|
||||||
if (h.distance < bestDist)
|
|
||||||
{
|
|
||||||
bestDist = h.distance;
|
|
||||||
bestHit = h;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (bestHit.collider == null)
|
|
||||||
return false;
|
|
||||||
|
|
||||||
Vector3 p = currentBlock.transform.position;
|
|
||||||
if (dir == Vector2.down) p.y = bestHit.point.y + hh;
|
|
||||||
else if (dir == Vector2.up) p.y = bestHit.point.y - hh;
|
|
||||||
else if (dir == Vector2.left) p.x = bestHit.point.x + hw;
|
|
||||||
else if (dir == Vector2.right) p.x = bestHit.point.x - hw;
|
|
||||||
|
|
||||||
currentBlock.transform.position = new Vector3(p.x, p.y, -1f);
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
#region Resizing & Deletion
|
|
||||||
|
|
||||||
void HandleBlockResizing()
|
|
||||||
{
|
|
||||||
if (Input.GetMouseButtonDown(0) && Input.GetKey(KeyCode.LeftShift) && !isPlacingBlock)
|
|
||||||
{
|
|
||||||
Vector2 m = Camera.main.ScreenToWorldPoint(Input.mousePosition);
|
|
||||||
var hit = Physics2D.OverlapPoint(m);
|
|
||||||
if (hit != null && !hit.CompareTag("Ground"))
|
|
||||||
BeginResizing(hit.gameObject, m);
|
|
||||||
}
|
|
||||||
if (isResizing && resizingTarget != null)
|
|
||||||
PerformResizing();
|
|
||||||
}
|
|
||||||
|
|
||||||
void BeginResizing(GameObject tgt, Vector2 mPos)
|
|
||||||
{
|
|
||||||
resizingTarget = tgt;
|
|
||||||
originalMousePos = mPos;
|
|
||||||
originalScale = tgt.transform.localScale;
|
|
||||||
Vector2 local = mPos - (Vector2)tgt.transform.position;
|
|
||||||
float ratio = tgt.GetComponent<Collider2D>().bounds.size.x / tgt.GetComponent<Collider2D>().bounds.size.y;
|
|
||||||
currentResizeAxis = Mathf.Abs(local.x) > Mathf.Abs(local.y * ratio)
|
|
||||||
? ResizeAxis.Horizontal
|
|
||||||
: ResizeAxis.Vertical;
|
|
||||||
isResizing = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
void PerformResizing()
|
|
||||||
{
|
|
||||||
Vector3 m = Camera.main.ScreenToWorldPoint(Input.mousePosition);
|
|
||||||
Vector3 delta = m - originalMousePos;
|
|
||||||
Vector3 ns = originalScale;
|
|
||||||
if (currentResizeAxis == ResizeAxis.Horizontal)
|
|
||||||
ns.x = Mathf.Max(0.1f, originalScale.x + delta.x);
|
|
||||||
else
|
|
||||||
ns.y = Mathf.Max(0.1f, originalScale.y + delta.y);
|
|
||||||
resizingTarget.transform.localScale = ns;
|
|
||||||
if (IsOverlapping(resizingTarget))
|
|
||||||
{
|
|
||||||
resizingTarget.transform.localScale = originalScale;
|
|
||||||
}
|
|
||||||
if (Input.GetMouseButtonUp(0))
|
|
||||||
{
|
|
||||||
isResizing = false;
|
|
||||||
resizingTarget = null;
|
|
||||||
currentResizeAxis = ResizeAxis.None;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
bool IsOverlapping(GameObject obj)
|
|
||||||
{
|
|
||||||
var b = obj.GetComponent<Collider2D>().bounds;
|
|
||||||
foreach (var h in Physics2D.OverlapBoxAll(b.center, b.size, 0f))
|
|
||||||
if (h.gameObject != obj) return true;
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
void HandleBlockDeletion()
|
|
||||||
{
|
|
||||||
if (!Input.GetMouseButtonDown(1)) return;
|
|
||||||
Vector2 m = Camera.main.ScreenToWorldPoint(Input.mousePosition);
|
|
||||||
var hit = Physics2D.OverlapPoint(m);
|
|
||||||
if (hit != null && !hit.CompareTag("Ground"))
|
|
||||||
{
|
|
||||||
var toD = hit.gameObject;
|
|
||||||
if ((toD.name.Contains("ObstacleSafer") || toD.name.Contains("ObstacleKiller"))
|
|
||||||
&& toD.transform.parent != null
|
|
||||||
&& toD.transform.parent.name.Contains("ObstacleBlock"))
|
|
||||||
toD = toD.transform.parent.gameObject;
|
|
||||||
if (toD == currentBlock) { currentBlock = null; isPlacingBlock = false; }
|
|
||||||
Destroy(toD);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
#region Utility
|
|
||||||
|
|
||||||
bool IsPointerOverUI()
|
|
||||||
=> EventSystem.current != null && EventSystem.current.IsPointerOverGameObject();
|
|
||||||
|
|
||||||
void TrySnapToNearbyBlock()
|
|
||||||
{
|
|
||||||
if (currentBlock == null) return;
|
|
||||||
|
|
||||||
var col = currentBlock.GetComponent<Collider2D>();
|
|
||||||
var b = col.bounds;
|
|
||||||
float snapDistance = 2f;
|
|
||||||
float verticalEps = 0.1f;
|
|
||||||
|
|
||||||
// === SNAP HORIZONTAL (droite)
|
|
||||||
Vector2 hBoxSize = new Vector2(snapDistance, b.size.y - verticalEps * 2f);
|
|
||||||
Vector2 rightCenter = new Vector2(b.max.x + snapDistance / 2f, b.center.y);
|
|
||||||
var hits = Physics2D.OverlapBoxAll(rightCenter, hBoxSize, 0f);
|
|
||||||
foreach (var h in hits)
|
|
||||||
{
|
|
||||||
if (IsInvalidSnapTarget(h)) continue;
|
|
||||||
float newX = h.bounds.min.x - b.extents.x;
|
|
||||||
currentBlock.transform.position = new Vector3(newX, currentBlock.transform.position.y, -1f);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// === SNAP HORIZONTAL (gauche)
|
|
||||||
Vector2 leftCenter = new Vector2(b.min.x - snapDistance / 2f, b.center.y);
|
|
||||||
hits = Physics2D.OverlapBoxAll(leftCenter, hBoxSize, 0f);
|
|
||||||
foreach (var h in hits)
|
|
||||||
{
|
|
||||||
if (IsInvalidSnapTarget(h)) continue;
|
|
||||||
float newX = h.bounds.max.x + b.extents.x;
|
|
||||||
currentBlock.transform.position = new Vector3(newX, currentBlock.transform.position.y, -1f);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// === SNAP VERTICAL (dessous)
|
|
||||||
Vector2 downBoxSize = new Vector2(b.size.x - 0.1f, snapDistance);
|
|
||||||
Vector2 downCenter = new Vector2(b.center.x, b.min.y - snapDistance / 2f);
|
|
||||||
hits = Physics2D.OverlapBoxAll(downCenter, downBoxSize, 0f);
|
|
||||||
foreach (var h in hits)
|
|
||||||
{
|
|
||||||
if (IsInvalidSnapTarget(h)) continue;
|
|
||||||
float newY = h.bounds.max.y + b.extents.y;
|
|
||||||
currentBlock.transform.position = new Vector3(currentBlock.transform.position.x, newY, -1f);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// === SNAP VERTICAL (au-dessus)
|
|
||||||
Vector2 upCenter = new Vector2(b.center.x, b.max.y + snapDistance / 2f);
|
|
||||||
hits = Physics2D.OverlapBoxAll(upCenter, downBoxSize, 0f);
|
|
||||||
foreach (var h in hits)
|
|
||||||
{
|
|
||||||
if (IsInvalidSnapTarget(h)) continue;
|
|
||||||
float newY = h.bounds.min.y - b.extents.y;
|
|
||||||
currentBlock.transform.position = new Vector3(currentBlock.transform.position.x, newY, -1f);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
bool IsInvalidSnapTarget(Collider2D h)
|
|
||||||
{
|
|
||||||
if (h == null || h.gameObject == currentBlock || h.isTrigger) return true;
|
|
||||||
|
|
||||||
var t = h.transform;
|
|
||||||
if (t.parent != null && t.parent.name.Contains("ObstacleBlock"))
|
|
||||||
{
|
|
||||||
if (t.name.Contains("ObstacleKiller") || t.name.Contains("ObstacleSafer"))
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Filtrage des enfants parasites
|
|
||||||
bool IsChildOfObstacleBlock(Collider2D col)
|
|
||||||
{
|
|
||||||
var t = col.transform;
|
|
||||||
if (t.parent == null) return false;
|
|
||||||
|
|
||||||
bool isNamedObstacleChild = t.name.Contains("ObstacleSafer") || t.name.Contains("ObstacleKiller");
|
|
||||||
bool parentIsBlock = t.parent.name.Contains("ObstacleBlock");
|
|
||||||
return isNamedObstacleChild && parentIsBlock;
|
|
||||||
}
|
|
||||||
|
|
||||||
void HandleBlockRotation()
|
|
||||||
{
|
|
||||||
currentBlock.transform.Rotate(0, 0, -90f);
|
|
||||||
}
|
|
||||||
|
|
||||||
void InstantiateAndPrepare(GameObject prefab, Vector3? scaleOverride = null)
|
void InstantiateAndPrepare(GameObject prefab, Vector3? scaleOverride = null)
|
||||||
{
|
{
|
||||||
var obj = Instantiate(prefab, persistentBlockContainer);
|
GameObject obj = Instantiate(prefab);
|
||||||
obj.transform.position = new Vector3(0, 0, -1);
|
obj.transform.position = new Vector3(0, 0, -1);
|
||||||
obj.transform.localScale = scaleOverride ?? currentScale;
|
obj.transform.localScale = scaleOverride ?? currentScale;
|
||||||
|
|
||||||
|
try { obj.tag = prefab.name; }
|
||||||
|
catch { Debug.LogWarning($"Le tag '{prefab.name}' n'existe pas. Ajoutez-le dans Project Settings > Tags."); }
|
||||||
|
|
||||||
|
if (mapParent != null)
|
||||||
|
obj.transform.SetParent(mapParent);
|
||||||
|
|
||||||
currentBlock = obj;
|
currentBlock = obj;
|
||||||
currentBlock.tag = prefab.tag;
|
|
||||||
isPlacingBlock = true;
|
isPlacingBlock = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Save()
|
public void Save()
|
||||||
{
|
{
|
||||||
}
|
// TODO : Implémenter la sauvegarde du niveau
|
||||||
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
public void ClearEditor()
|
|
||||||
{
|
|
||||||
if (persistentBlockContainer == null) return;
|
|
||||||
|
|
||||||
foreach (Transform child in persistentBlockContainer)
|
|
||||||
{
|
|
||||||
Destroy(child.gameObject);
|
|
||||||
}
|
|
||||||
|
|
||||||
currentBlock = null;
|
|
||||||
isPlacingBlock = false;
|
|
||||||
currentPage = 0;
|
|
||||||
ClearCurrentButtons();
|
|
||||||
GenerateButtons();
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -5,38 +5,28 @@ using System.IO;
|
|||||||
public class LevelLoader : MonoBehaviour
|
public class LevelLoader : MonoBehaviour
|
||||||
{
|
{
|
||||||
public LevelsLoader levelsLoader;
|
public LevelsLoader levelsLoader;
|
||||||
public bool editMode;
|
public AudioSource audioSource;
|
||||||
public bool createMode;
|
|
||||||
public AudioSource musicSource;
|
|
||||||
public Text progressionText;
|
public Text progressionText;
|
||||||
private readonly float groundY = -6.034f;
|
|
||||||
|
|
||||||
private GameObject GetPrefab(string type)
|
private GameObject GetPrefab(string type)
|
||||||
{
|
{
|
||||||
var prefab = Resources.Load<GameObject>("Prefabs/" + type);
|
return Resources.Load<GameObject>("Prefabs/" + type);
|
||||||
if (prefab == null)
|
|
||||||
{
|
|
||||||
Debug.LogError($"Prefab introuvable pour : {type}");
|
|
||||||
}
|
|
||||||
return prefab;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void LoadAudio()
|
private void LoadAudio()
|
||||||
{
|
{
|
||||||
musicSource.clip = Resources.Load<AudioClip>(Path.Combine("Musics", levelsLoader.levelCurrent.musicName));
|
audioSource.clip = Resources.Load<AudioClip>(Path.Combine("Musics", levelsLoader.levelCurrent.musicName));
|
||||||
if (editMode)
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
if (PlayerPrefs.HasKey("Volume"))
|
if (PlayerPrefs.HasKey("Volume"))
|
||||||
{
|
{
|
||||||
musicSource.volume = PlayerPrefs.GetFloat("Volume");
|
audioSource.volume = PlayerPrefs.GetFloat("Volume");
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
musicSource.volume = 1f;
|
audioSource.volume = 1f;
|
||||||
}
|
}
|
||||||
musicSource.Play();
|
|
||||||
|
audioSource.Play();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void LoadElements()
|
private void LoadElements()
|
||||||
@ -45,112 +35,29 @@ public class LevelLoader : MonoBehaviour
|
|||||||
foreach (var element in current.elements)
|
foreach (var element in current.elements)
|
||||||
{
|
{
|
||||||
GameObject prefab = GetPrefab(element.type);
|
GameObject prefab = GetPrefab(element.type);
|
||||||
if (prefab == null) continue;
|
GameObject instance = Instantiate(prefab, new Vector3(element.x, element.y, 0), Quaternion.identity);
|
||||||
|
|
||||||
GameObject instance = Instantiate(
|
|
||||||
prefab,
|
|
||||||
new Vector3(element.x, element.y, 0),
|
|
||||||
Quaternion.identity
|
|
||||||
);
|
|
||||||
|
|
||||||
if (editMode)
|
|
||||||
{
|
|
||||||
foreach (Transform child in instance.transform)
|
|
||||||
{
|
|
||||||
if (child.name.Contains("ObstacleKiller"))
|
|
||||||
{
|
|
||||||
var col = child.GetComponent<BoxCollider2D>();
|
|
||||||
if (col != null && col.size.y > 2f) // Trop grand
|
|
||||||
{
|
|
||||||
Debug.LogWarning($"⚠️ Collider {child.name} trop grand, réduction appliquée.");
|
|
||||||
col.size = new Vector2(col.size.x, 1f);
|
|
||||||
col.offset = new Vector2(col.offset.x, -2f); // Ajuste selon ton design
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// En mode jeu/test uniquement → ajout du AICollider
|
|
||||||
if (!editMode)
|
|
||||||
{
|
|
||||||
Instantiate(
|
|
||||||
Resources.Load<GameObject>("AICollider"),
|
|
||||||
new Vector3(element.x - 1, element.y, 0),
|
|
||||||
Quaternion.identity
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Appliquer l'échelle personnalisée
|
|
||||||
Vector3 originalScale = instance.transform.localScale;
|
Vector3 originalScale = instance.transform.localScale;
|
||||||
float newScaleX = element.scaleX > 0 ? element.scaleX : originalScale.x;
|
float newScaleX = element.scaleX > 0 ? element.scaleX : originalScale.x;
|
||||||
float newScaleY = element.scaleY > 0 ? element.scaleY : originalScale.y;
|
float newScaleY = element.scaleY > 0 ? element.scaleY : originalScale.y;
|
||||||
|
|
||||||
instance.transform.localScale = new Vector3(newScaleX, newScaleY, originalScale.z);
|
instance.transform.localScale = new Vector3(newScaleX, newScaleY, originalScale.z);
|
||||||
|
|
||||||
// Appliquer la rotation
|
|
||||||
if (element.rotationZ != 0)
|
|
||||||
{
|
|
||||||
instance.transform.rotation = Quaternion.Euler(0, 0, element.rotationZ);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Sol uniquement en mode jeu
|
|
||||||
if (!editMode)
|
|
||||||
{
|
|
||||||
GameObject groundPrefab = GetPrefab("Ground");
|
|
||||||
if (groundPrefab != null)
|
|
||||||
{
|
|
||||||
GameObject groundInstance = Instantiate(
|
|
||||||
groundPrefab,
|
|
||||||
new Vector3(current.LastX / 2, groundY, 0),
|
|
||||||
Quaternion.identity
|
|
||||||
);
|
|
||||||
groundInstance.transform.localScale = new Vector3(current.LastX / 5f * 2, 1, 1);
|
|
||||||
}
|
|
||||||
|
|
||||||
GameObject winWall = GetPrefab("WinnerWall");
|
|
||||||
Instantiate(
|
|
||||||
winWall,
|
|
||||||
new Vector3(current.LastX, 0, 0),
|
|
||||||
Quaternion.Euler(0, 0, 90)
|
|
||||||
);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
|
||||||
levelsLoader = GameObject.FindGameObjectWithTag("LevelsLoader").GetComponent<LevelsLoader>();
|
|
||||||
Level current = levelsLoader.levelCurrent;
|
|
||||||
createMode = PlayerPrefs.GetInt("CreateMode", 0) == 1;
|
|
||||||
if (!editMode)
|
|
||||||
{
|
|
||||||
GameObject groundPrefab = GetPrefab("Ground");
|
|
||||||
GameObject groundInstance = Instantiate(groundPrefab, new Vector3(current.LastX / 2, groundY, 0), Quaternion.identity);
|
|
||||||
float groundWidth = current.LastX;
|
|
||||||
groundInstance.transform.localScale = new Vector3(groundWidth / 5f * 2, 1, 1);
|
|
||||||
Instantiate(GetPrefab("WinnerWall"), new Vector3(current.LastX, 0, 0), Quaternion.Euler(0, 0, 90));
|
|
||||||
}
|
}
|
||||||
|
Instantiate(GetPrefab("WinnerWall"), new Vector3(current.LastX, 0, 0), Quaternion.Euler(0, 0, 90));
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Start()
|
public void Start()
|
||||||
{
|
{
|
||||||
if (!createMode)
|
levelsLoader = GameObject.FindGameObjectWithTag("LevelsLoader").GetComponent<LevelsLoader>();
|
||||||
{
|
levelsLoader.IncreaseTotalAttempts();
|
||||||
levelsLoader = GameObject
|
|
||||||
.FindGameObjectWithTag("LevelsLoader")
|
|
||||||
.GetComponent<LevelsLoader>();
|
|
||||||
|
|
||||||
levelsLoader.IncreaseTotalAttempts();
|
LoadAudio();
|
||||||
|
LoadElements();
|
||||||
LoadElements();
|
|
||||||
LoadAudio();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Update()
|
public void Update()
|
||||||
{
|
{
|
||||||
if (!editMode)
|
Level current = levelsLoader.levelCurrent;
|
||||||
{
|
progressionText.text = current.ProgressionPercent + "%";
|
||||||
progressionText.text = levelsLoader.levelCurrent.ProgressionPercent + "%";
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -18,42 +18,46 @@ public class LevelsLoader : MonoBehaviour
|
|||||||
private void LoadAllLevels()
|
private void LoadAllLevels()
|
||||||
{
|
{
|
||||||
TextAsset[] levelFiles = Resources.LoadAll<TextAsset>("Levels");
|
TextAsset[] levelFiles = Resources.LoadAll<TextAsset>("Levels");
|
||||||
|
TextAsset[] levelStatsFiles = Resources.LoadAll<TextAsset>("LevelsStats");
|
||||||
|
|
||||||
|
Dictionary<string, LevelStat> levelStatsMap = new();
|
||||||
|
foreach (TextAsset jsonTextFileStats in levelStatsFiles)
|
||||||
|
{
|
||||||
|
LevelStat levelStat = LevelStat.CreateFromJSON(jsonTextFileStats.text);
|
||||||
|
levelStat.JsonName = jsonTextFileStats.name;
|
||||||
|
levelStatsMap[levelStat.JsonName] = levelStat;
|
||||||
|
}
|
||||||
|
|
||||||
foreach (TextAsset jsonTextFile in levelFiles)
|
foreach (TextAsset jsonTextFile in levelFiles)
|
||||||
{
|
{
|
||||||
Level level = Level.CreateFromJSON(jsonTextFile.text);
|
Level level = Level.CreateFromJSON(jsonTextFile.text);
|
||||||
level.JsonName = jsonTextFile.name;
|
level.JsonName = jsonTextFile.name;
|
||||||
|
level.TotalAttempts = 0;
|
||||||
|
level.TotalJumps = 0;
|
||||||
|
level.ProgressionPercent = 0;
|
||||||
|
level.ProgressionPercentMax = 0;
|
||||||
|
|
||||||
string statPath = Path.Combine(Application.persistentDataPath, level.JsonName + ".json");
|
if (levelStatsMap.TryGetValue(level.JsonName, out LevelStat levelStat))
|
||||||
if (File.Exists(statPath))
|
|
||||||
{
|
{
|
||||||
string statJson = File.ReadAllText(statPath);
|
|
||||||
LevelStat levelStat = JsonUtility.FromJson<LevelStat>(statJson);
|
|
||||||
|
|
||||||
level.TotalAttempts = levelStat.totalAttempts;
|
level.TotalAttempts = levelStat.totalAttempts;
|
||||||
level.TotalJumps = levelStat.totalJumps;
|
level.TotalJumps = levelStat.totalJumps;
|
||||||
level.ProgressionPercentMax = levelStat.progressionPercent;
|
level.ProgressionPercentMax = levelStat.progressionPercent;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
level.TotalAttempts = 0;
|
levelStat = new LevelStat { JsonName = level.JsonName, totalJumps = 0, totalAttempts = 0 };
|
||||||
level.TotalJumps = 0;
|
levelStatsMap[level.JsonName] = levelStat;
|
||||||
level.ProgressionPercentMax = 0;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
level.ProgressionPercent = 0;
|
|
||||||
levels.Add(level);
|
levels.Add(level);
|
||||||
}
|
}
|
||||||
|
|
||||||
levels.Sort((x, y) => x.order.CompareTo(y.order));
|
levels.Sort((x, y) => x.order.CompareTo(y.order));
|
||||||
}
|
}
|
||||||
|
|
||||||
private void SaveLevelCurrent()
|
private void SaveLevelCurrent()
|
||||||
{
|
{
|
||||||
if (levelCurrent == null)
|
string levelJson = JsonUtility.ToJson(levelCurrent, true) + "\n";
|
||||||
{
|
File.WriteAllText(Path.Combine(Application.dataPath, "Resources", "Levels", levelCurrent.JsonName + ".json"), levelJson);
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
LevelStat levelStat = new()
|
LevelStat levelStat = new()
|
||||||
{
|
{
|
||||||
@ -62,69 +66,39 @@ public class LevelsLoader : MonoBehaviour
|
|||||||
totalAttempts = levelCurrent.TotalAttempts,
|
totalAttempts = levelCurrent.TotalAttempts,
|
||||||
progressionPercent = levelCurrent.ProgressionPercentMax,
|
progressionPercent = levelCurrent.ProgressionPercentMax,
|
||||||
};
|
};
|
||||||
|
|
||||||
string levelStatJson = JsonUtility.ToJson(levelStat, true) + "\n";
|
string levelStatJson = JsonUtility.ToJson(levelStat, true) + "\n";
|
||||||
|
File.WriteAllText(Path.Combine(Application.dataPath, "Resources", "LevelsStats", levelCurrent.JsonName + ".json"), levelStatJson);
|
||||||
string savePath = Path.Combine(Application.persistentDataPath, levelCurrent.JsonName + ".json");
|
|
||||||
File.WriteAllText(savePath, levelStatJson);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void NextLevel()
|
public void NextLevel()
|
||||||
{
|
{
|
||||||
if (levels.Count == 0)
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
int currentIndex = levels.IndexOf(levelCurrent);
|
int currentIndex = levels.IndexOf(levelCurrent);
|
||||||
levelCurrent = levels[(currentIndex + 1) % levels.Count];
|
levelCurrent = levels[(currentIndex + 1) % levels.Count];
|
||||||
}
|
}
|
||||||
|
|
||||||
public void PreviousLevel()
|
public void PreviousLevel()
|
||||||
{
|
{
|
||||||
if (levels.Count == 0)
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
int currentIndex = levels.IndexOf(levelCurrent);
|
int currentIndex = levels.IndexOf(levelCurrent);
|
||||||
levelCurrent = levels[(currentIndex - 1 + levels.Count) % levels.Count];
|
levelCurrent = levels[(currentIndex - 1 + levels.Count) % levels.Count];
|
||||||
}
|
}
|
||||||
|
|
||||||
public void IncreaseTotalJumps()
|
public void IncreaseTotalJumps()
|
||||||
{
|
{
|
||||||
if (levelCurrent == null)
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
levelCurrent.TotalJumps += 1;
|
levelCurrent.TotalJumps += 1;
|
||||||
SaveLevelCurrent();
|
SaveLevelCurrent();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void IncreaseTotalAttempts()
|
public void IncreaseTotalAttempts()
|
||||||
{
|
{
|
||||||
if (levelCurrent == null)
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
levelCurrent.TotalAttempts += 1;
|
levelCurrent.TotalAttempts += 1;
|
||||||
SaveLevelCurrent();
|
SaveLevelCurrent();
|
||||||
}
|
}
|
||||||
|
|
||||||
public int CalculateCurrentProgressionPercent(Vector3 playerPosition)
|
public int CalculateCurrentProgressionPercent(Vector3 playerPosition)
|
||||||
{
|
{
|
||||||
if (levelCurrent == null)
|
|
||||||
{
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
float lastX = levelCurrent.LastX;
|
float lastX = levelCurrent.LastX;
|
||||||
GameObject winnerWallPrefab = Resources.Load<GameObject>("Prefabs/WinnerWall");
|
GameObject winnerWallPrefab = Resources.Load<GameObject>("Prefabs/WinnerWall");
|
||||||
float winnerWallWidth = winnerWallPrefab != null
|
float winnerWallWidth = winnerWallPrefab.GetComponent<Renderer>().bounds.size.x;
|
||||||
? winnerWallPrefab.GetComponent<Renderer>().bounds.size.x
|
|
||||||
: 0f;
|
|
||||||
float marginError = 0.5f;
|
float marginError = 0.5f;
|
||||||
float totalDistance = lastX - (winnerWallWidth / 2) - marginError;
|
float totalDistance = lastX - (winnerWallWidth / 2) - marginError;
|
||||||
|
|
||||||
@ -143,8 +117,6 @@ public class LevelsLoader : MonoBehaviour
|
|||||||
levels.Clear();
|
levels.Clear();
|
||||||
LoadAllLevels();
|
LoadAllLevels();
|
||||||
if (levels.Count > 0)
|
if (levels.Count > 0)
|
||||||
{
|
|
||||||
levelCurrent = levels[0];
|
levelCurrent = levels[0];
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,7 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 588b3f9ce673f764b8a3a81842ed9f46
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@ -1,26 +1,10 @@
|
|||||||
using System.Collections;
|
|
||||||
using System.IO;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.SceneManagement;
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
public class LevelHomeButton : MonoBehaviour
|
public class LevelHomeButton : MonoBehaviour
|
||||||
{
|
{
|
||||||
public AudioSource sfxSource;
|
|
||||||
|
|
||||||
public static IEnumerator PlaySoundAndLoadScene(AudioSource sfxSource, string scene)
|
|
||||||
{
|
|
||||||
yield return new WaitWhile(() => sfxSource.isPlaying);
|
|
||||||
Time.timeScale = 1;
|
|
||||||
SceneManager.LoadScene(scene);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void GoToHome()
|
public void GoToHome()
|
||||||
{
|
{
|
||||||
PlayerPrefs.SetInt("CreateMode", 0);
|
SceneManager.LoadScene("HomeScene");
|
||||||
PlayerPrefs.SetInt("EditMode", 0);
|
|
||||||
|
|
||||||
sfxSource.clip = Resources.Load<AudioClip>(Path.Combine("Sounds", "click"));
|
|
||||||
sfxSource.Play();
|
|
||||||
StartCoroutine(PlaySoundAndLoadScene(sfxSource, "HomeScene"));
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -7,9 +7,4 @@ public class LevelNameButton : MonoBehaviour
|
|||||||
{
|
{
|
||||||
SceneManager.LoadScene("LevelScene");
|
SceneManager.LoadScene("LevelScene");
|
||||||
}
|
}
|
||||||
public void EditLevel()
|
|
||||||
{
|
|
||||||
PlayerPrefs.SetInt("CreateMode", 0);
|
|
||||||
SceneManager.LoadScene("LevelEditorScene");
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|