Compare commits
9 Commits
fix/max-x
...
e0b7ec84fd
Author | SHA1 | Date | |
---|---|---|---|
e0b7ec84fd | |||
fb89b825e1 | |||
a8194fbe5c | |||
29f352513e | |||
ee11e683f6 | |||
fb107f9020 | |||
efeae89ac3 | |||
a7a527cfcc | |||
54be935d7c |
@ -7,7 +7,7 @@ charset = utf-8
|
||||
indent_style = space
|
||||
end_of_line = lf
|
||||
|
||||
[*.asmdef]
|
||||
[*.{json,jsonc,asmdef}]
|
||||
indent_size = 4
|
||||
trim_trailing_whitespace = true
|
||||
insert_final_newline = true
|
||||
@ -28,11 +28,6 @@ indent_style = tab
|
||||
[*.{csproj,vbproj,vcxproj,vcxproj.filters,proj,nativeproj,locproj}]
|
||||
indent_size = 2
|
||||
|
||||
[*.{json,jsonc}]
|
||||
indent_size = 2
|
||||
trim_trailing_whitespace = true
|
||||
insert_final_newline = true
|
||||
|
||||
[*.builds]
|
||||
indent_size = 2
|
||||
|
||||
|
175
.github/workflows/ci.yml
vendored
@ -2,15 +2,17 @@ name: "ci"
|
||||
|
||||
on:
|
||||
push:
|
||||
branches: [develop, staging, main]
|
||||
branches: [develop]
|
||||
pull_request:
|
||||
branches: [develop, staging, main]
|
||||
|
||||
permissions:
|
||||
contents: write
|
||||
pull-requests: write
|
||||
|
||||
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:
|
||||
runs-on: "ubuntu-latest"
|
||||
steps:
|
||||
@ -18,82 +20,38 @@ jobs:
|
||||
- uses: "editorconfig-checker/action-editorconfig-checker@main"
|
||||
- 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"
|
||||
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: "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: ${{ steps.upload.outputs.path }}
|
||||
steps:
|
||||
- uses: "actions/checkout@v4.2.2"
|
||||
with:
|
||||
lfs: true
|
||||
|
||||
- uses: "actions/cache@v4.2.3"
|
||||
- uses: "actions/cache@v4.2.0"
|
||||
with:
|
||||
path: "Library"
|
||||
key: "Library-${{ hashFiles('Assets/**', 'Packages/**', 'ProjectSettings/**') }}"
|
||||
@ -108,66 +66,7 @@ jobs:
|
||||
with:
|
||||
targetPlatform: "StandaloneLinux64"
|
||||
|
||||
- name: Upload Linux Build Artifact
|
||||
id: upload
|
||||
if: github.ref == 'refs/heads/staging' || github.ref == 'refs/heads/main'
|
||||
uses: actions/upload-artifact@v4.6.2
|
||||
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
|
||||
# - uses: "actions/upload-artifact@v4.4.3"
|
||||
# with:
|
||||
# name: "Build"
|
||||
# path: "build"
|
||||
|
14
.vscode/extensions.json
vendored
@ -1,9 +1,9 @@
|
||||
{
|
||||
"recommendations": [
|
||||
"editorconfig.editorconfig",
|
||||
"jebbs.plantuml",
|
||||
"visualstudiotoolsforunity.vstuc",
|
||||
"ms-dotnettools.csharp",
|
||||
"ms-dotnettools.csdevkit"
|
||||
]
|
||||
"recommendations": [
|
||||
"editorconfig.editorconfig",
|
||||
"jebbs.plantuml",
|
||||
"visualstudiotoolsforunity.vstuc",
|
||||
"ms-dotnettools.csharp",
|
||||
"ms-dotnettools.csdevkit"
|
||||
]
|
||||
}
|
||||
|
16
.vscode/launch.json
vendored
@ -1,10 +1,10 @@
|
||||
{
|
||||
"version": "0.2.0",
|
||||
"configurations": [
|
||||
{
|
||||
"name": "Attach to Unity",
|
||||
"type": "vstuc",
|
||||
"request": "attach"
|
||||
}
|
||||
]
|
||||
"version": "0.2.0",
|
||||
"configurations": [
|
||||
{
|
||||
"name": "Attach to Unity",
|
||||
"type": "vstuc",
|
||||
"request": "attach"
|
||||
}
|
||||
]
|
||||
}
|
||||
|
16
.vscode/settings.json
vendored
@ -1,10 +1,10 @@
|
||||
{
|
||||
"editor.bracketPairColorization.enabled": true,
|
||||
"editor.wordWrap": "on",
|
||||
"[csharp]": {
|
||||
"editor.tabSize": 4,
|
||||
"editor.formatOnSave": true,
|
||||
"editor.formatOnType": true
|
||||
},
|
||||
"omnisharp.useModernNet": false
|
||||
"editor.bracketPairColorization.enabled": true,
|
||||
"editor.wordWrap": "on",
|
||||
"[csharp]": {
|
||||
"editor.tabSize": 4,
|
||||
"editor.formatOnSave": true,
|
||||
"editor.formatOnType": true
|
||||
},
|
||||
"omnisharp.useModernNet": false
|
||||
}
|
||||
|
@ -1,80 +0,0 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!1 &3654053280041398781
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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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serializedVersion: 6
|
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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_Layer: 0
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m_Name: AICollider
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m_TagString: AICollider
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
|
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m_IsActive: 1
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--- !u!4 &4104371471751400115
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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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serializedVersion: 2
|
||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
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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m_Children: []
|
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m_Father: {fileID: 0}
|
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
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--- !u!61 &1415423667558431683
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BoxCollider2D:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 3654053280041398781}
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m_Enabled: 1
|
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serializedVersion: 3
|
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m_Density: 1
|
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m_Material: {fileID: 0}
|
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m_IncludeLayers:
|
||||
serializedVersion: 2
|
||||
m_Bits: 0
|
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m_ExcludeLayers:
|
||||
serializedVersion: 2
|
||||
m_Bits: 0
|
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m_LayerOverridePriority: 0
|
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m_ForceSendLayers:
|
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serializedVersion: 2
|
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m_Bits: 4294967295
|
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m_ForceReceiveLayers:
|
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serializedVersion: 2
|
||||
m_Bits: 4294967295
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m_ContactCaptureLayers:
|
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serializedVersion: 2
|
||||
m_Bits: 4294967295
|
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m_CallbackLayers:
|
||||
serializedVersion: 2
|
||||
m_Bits: 4294967295
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m_IsTrigger: 1
|
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m_UsedByEffector: 0
|
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m_CompositeOperation: 0
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m_CompositeOrder: 0
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m_Offset: {x: 0, y: 0}
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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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drawMode: 0
|
||||
adaptiveTiling: 0
|
||||
m_AutoTiling: 0
|
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m_Size: {x: 1, y: 1}
|
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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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userData:
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assetBundleName:
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assetBundleVariant:
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@ -96,20 +96,6 @@ TextureImporter:
|
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ignorePlatformSupport: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
|
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- serializedVersion: 4
|
||||
buildTarget: Android
|
||||
maxTextureSize: 2048
|
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resizeAlgorithm: 0
|
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
|
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
|
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ignorePlatformSupport: 0
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androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
>>>>>>> develop
|
||||
spriteSheet:
|
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serializedVersion: 2
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sprites:
|
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|
@ -96,19 +96,6 @@ TextureImporter:
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ignorePlatformSupport: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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- serializedVersion: 4
|
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buildTarget: WebGL
|
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maxTextureSize: 2048
|
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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sprites:
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fileFormatVersion: 2
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internalIDToNameTable:
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second: BlankSquare 1_0
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213: 6385790085498839582
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externalObjects: {}
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serializedVersion: 13
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mipmaps:
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@ -100,7 +100,7 @@ TextureImporter:
|
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serializedVersion: 2
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sprites:
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- serializedVersion: 2
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name: BlankSquare 1_0
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name: BlankSquare_0
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rect:
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serializedVersion: 2
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@ -115,8 +115,8 @@ TextureImporter:
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tessellationDetail: -1
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bones: []
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@ -134,8 +134,7 @@ TextureImporter:
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secondaryTextures: []
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spriteCustomMetadata:
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mipmapLimitGroupName:
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BIN
Assets/Resources/InGame/ButtonSkin/ExitButton.png
Normal file
After Width: | Height: | Size: 115 KiB |
@ -1,10 +1,10 @@
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mipmaps:
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@ -113,13 +113,13 @@ TextureImporter:
|
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serializedVersion: 2
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sprites:
|
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- serializedVersion: 2
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name: PauseIcon_0
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name: ExitButton_0
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rect:
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serializedVersion: 2
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x: 17
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y: 19
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width: 239
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@ -1,19 +0,0 @@
|
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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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guid: b63079a9773c036389c5b87c12e728c3
|
@ -1,20 +0,0 @@
|
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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 OnCollisionEnter(Player player, Collision2D collision);
|
||||
void OnCollisionExit(Player player, Collision2D collision);
|
||||
|
||||
void Jump(Player player);
|
||||
}
|
||||
|
@ -1,64 +1,40 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class NormalGameMode : IGameMode
|
||||
{
|
||||
private const float HorizontalSpeed = 8.6f;
|
||||
private const float JumpForce = 26.6581f;
|
||||
private const KeyCode JumpKey = KeyCode.Space;
|
||||
private bool isRotating = false;
|
||||
private float targetRotationAngle = 0f;
|
||||
private readonly float rotationSpeed = 360f;
|
||||
|
||||
public void Update(Player player)
|
||||
{
|
||||
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);
|
||||
}
|
||||
|
||||
if (isRotating)
|
||||
{
|
||||
PerformRotation(player);
|
||||
}
|
||||
|
||||
if (!IsJumping(player))
|
||||
{
|
||||
AlignRotation(player);
|
||||
player.Particle.gameObject.SetActive(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
player.Particle.gameObject.SetActive(false);
|
||||
player.Transform.Rotate(Vector3.back * 360 * Time.deltaTime);
|
||||
}
|
||||
|
||||
UpdateParticlePositionAndRotation(player);
|
||||
}
|
||||
|
||||
public void Jump(Player player)
|
||||
private void Jump(Player player)
|
||||
{
|
||||
player.RigidBody.linearVelocity = new Vector2(player.RigidBody.linearVelocity.x, 0);
|
||||
player.RigidBody.AddForce(Vector2.up * JumpForce, ForceMode2D.Impulse);
|
||||
if (player.LevelsLoader != null)
|
||||
{
|
||||
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);
|
||||
}
|
||||
player.LevelsLoader.IncreaseTotalJumps();
|
||||
}
|
||||
|
||||
private bool IsJumping(Player player)
|
||||
@ -68,21 +44,31 @@ public class NormalGameMode : IGameMode
|
||||
|
||||
private void AlignRotation(Player player)
|
||||
{
|
||||
Vector3 rotation = player.transform.eulerAngles;
|
||||
Vector3 rotation = player.Transform.rotation.eulerAngles;
|
||||
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)
|
||||
{
|
||||
player.Particle.transform.position =
|
||||
player.transform.position + new Vector3(-0.19f, -0.64f, -10);
|
||||
player.Particle.transform.position = player.Transform.position + new Vector3(-0.19f, -0.64f, -10);
|
||||
player.Particle.transform.rotation = Quaternion.Euler(0, 0, 150.464f);
|
||||
}
|
||||
|
||||
public void OnCollisionEnter(Player player, Collision2D collision)
|
||||
{
|
||||
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)
|
||||
|
@ -1,4 +1,3 @@
|
||||
using System.IO;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
@ -7,9 +6,9 @@ public class ShipGameMode : IGameMode
|
||||
private const float HorizontalSpeed = 8.6f;
|
||||
private const float JumpForce = 26.6581f;
|
||||
private const KeyCode JumpKey = KeyCode.Space;
|
||||
private const float MaxAscentAngle = 45f;
|
||||
private const float MaxDescentAngle = -45f;
|
||||
private const float RotationSpeed = 360f;
|
||||
private const float UpperAngle = 45f;
|
||||
private const float LowerAngle = -45f;
|
||||
private const float RotationTransitionDuration = 0.5f;
|
||||
|
||||
public void Update(Player player)
|
||||
{
|
||||
@ -17,30 +16,28 @@ public class ShipGameMode : IGameMode
|
||||
|
||||
bool jumpPressed = Input.GetKey(JumpKey);
|
||||
|
||||
if (jumpPressed)
|
||||
if (player.HasStarted && jumpPressed)
|
||||
{
|
||||
Jump(player);
|
||||
}
|
||||
|
||||
float targetAngle;
|
||||
if (player.RigidBody.linearVelocity.y > 0.1f)
|
||||
{
|
||||
float velocityLerp = Mathf.Clamp01(player.RigidBody.linearVelocity.y / JumpForce);
|
||||
targetAngle = Mathf.Lerp(0f, MaxAscentAngle, velocityLerp);
|
||||
}
|
||||
else if (player.RigidBody.linearVelocity.y < -0.1f)
|
||||
{
|
||||
float velocityLerp = Mathf.Clamp01(Mathf.Abs(player.RigidBody.linearVelocity.y) / 20f);
|
||||
targetAngle = Mathf.Lerp(0f, MaxDescentAngle, velocityLerp);
|
||||
if (Input.GetKeyDown(JumpKey))
|
||||
{
|
||||
player.Transform.rotation = Quaternion.Euler(0, 0, UpperAngle);
|
||||
}
|
||||
else
|
||||
{
|
||||
player.Transform.rotation = Quaternion.Euler(0, 0, UpperAngle);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
targetAngle = 0f;
|
||||
}
|
||||
float currentAngle = GetCurrentZAngle(player);
|
||||
|
||||
float currentAngle = GetCurrentZAngle(player);
|
||||
float newAngle = Mathf.MoveTowardsAngle(currentAngle, targetAngle, RotationSpeed * Time.deltaTime);
|
||||
player.Transform.rotation = Quaternion.Euler(0, 0, newAngle);
|
||||
float t = Mathf.Clamp01(Time.deltaTime / RotationTransitionDuration);
|
||||
float interpolationFactor = Mathf.Sin(t * (Mathf.PI / 2));
|
||||
float newAngle = Mathf.Lerp(currentAngle, LowerAngle, interpolationFactor);
|
||||
player.Transform.rotation = Quaternion.Euler(0, 0, newAngle);
|
||||
}
|
||||
|
||||
if (player.Particle.gameObject.activeSelf)
|
||||
{
|
||||
@ -52,29 +49,33 @@ public class ShipGameMode : IGameMode
|
||||
{
|
||||
float angle = player.Transform.rotation.eulerAngles.z;
|
||||
if (angle > 180f)
|
||||
{
|
||||
angle -= 360f;
|
||||
}
|
||||
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);
|
||||
if (player.LevelsLoader != null)
|
||||
{
|
||||
player.LevelsLoader.IncreaseTotalJumps();
|
||||
}
|
||||
}
|
||||
player.RigidBody.linearVelocity = new Vector2(player.RigidBody.linearVelocity.x, 0);
|
||||
player.RigidBody.AddForce(Vector2.up * JumpForce, ForceMode2D.Impulse);
|
||||
player.LevelsLoader.IncreaseTotalJumps();
|
||||
}
|
||||
|
||||
public void OnCollisionEnter(Player player, Collision2D collision)
|
||||
{
|
||||
float snappedAngle = 0f;
|
||||
player.Transform.rotation = Quaternion.Euler(0, 0, snappedAngle);
|
||||
if (collision.gameObject.CompareTag("Kill"))
|
||||
{
|
||||
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)
|
||||
|
@ -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)
|
||||
{
|
||||
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.color = Color.white;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("statusText is not assigned!");
|
||||
}
|
||||
}
|
||||
|
||||
public void ImportJSON()
|
||||
{
|
||||
Debug.Log("Button clicked, starting import...");
|
||||
if (statusText != null)
|
||||
{
|
||||
statusText.text = "Importing...";
|
||||
@ -63,7 +80,10 @@ public class JSONImporter : MonoBehaviour
|
||||
File.Copy(sourcePath, destinationPath, true);
|
||||
success = true;
|
||||
}
|
||||
catch { }
|
||||
catch (IOException e)
|
||||
{
|
||||
Debug.LogError("Error copying file: " + e.Message);
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
@ -100,5 +120,9 @@ public class JSONImporter : MonoBehaviour
|
||||
statusText.gameObject.SetActive(true);
|
||||
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
|
@ -11,13 +11,12 @@ public class LevelElement
|
||||
public float y;
|
||||
public float scaleX = -1;
|
||||
public float scaleY = -1;
|
||||
public float rotationZ = 0;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class Level
|
||||
{
|
||||
public static readonly int LAST_X = 25;
|
||||
public static readonly int LAST_X = 15;
|
||||
public string JsonName { get; set; }
|
||||
public int TotalJumps { get; set; }
|
||||
public int TotalAttempts { get; set; }
|
||||
@ -27,7 +26,6 @@ public class Level
|
||||
public string name;
|
||||
public string musicName;
|
||||
public int order;
|
||||
public int difficulty;
|
||||
|
||||
public List<LevelElement> elements;
|
||||
|
||||
@ -35,15 +33,13 @@ public class Level
|
||||
{
|
||||
get
|
||||
{
|
||||
float maxX = LAST_X;
|
||||
foreach (var element in elements)
|
||||
LevelElement lastElement = elements[^1];
|
||||
float lastX = LAST_X;
|
||||
if (lastElement != null)
|
||||
{
|
||||
if (element.x > maxX)
|
||||
{
|
||||
maxX = element.x;
|
||||
}
|
||||
lastX += lastElement.x;
|
||||
}
|
||||
return maxX + LAST_X;
|
||||
return lastX;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1,14 +1,14 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.EventSystems;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class LevelEditor : MonoBehaviour
|
||||
{
|
||||
[Header("Placement")]
|
||||
public Transform mapParent;
|
||||
private GameObject currentBlock;
|
||||
private bool isPlacingBlock = false;
|
||||
private Vector3 currentScale = Vector3.one;
|
||||
private Vector3 currentScale = new Vector3(1f, 1f, 1);
|
||||
private float scaleStep = 0.1f;
|
||||
|
||||
[Header("UI")]
|
||||
@ -28,548 +28,229 @@ public class LevelEditor : MonoBehaviour
|
||||
|
||||
private enum ResizeAxis { None, Horizontal, Vertical }
|
||||
private ResizeAxis currentResizeAxis = ResizeAxis.None;
|
||||
private Transform persistentBlockContainer;
|
||||
|
||||
void Start()
|
||||
{
|
||||
persistentBlockContainer = new GameObject("PlacedBlocks").transform;
|
||||
DontDestroyOnLoad(persistentBlockContainer.gameObject);
|
||||
LoadPrefabs();
|
||||
GenerateButtons();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (IsPointerOverUI()) return;
|
||||
|
||||
if (isPlacingBlock && currentBlock != null)
|
||||
HandleBlockPlacement();
|
||||
else
|
||||
HandleBlockSelection();
|
||||
|
||||
HandleBlockResizing();
|
||||
HandleBlockDeletion();
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
ClearEditor();
|
||||
}
|
||||
#region UI
|
||||
|
||||
void LoadPrefabs()
|
||||
{
|
||||
var all = 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);
|
||||
}
|
||||
blockPrefabs.AddRange(Resources.LoadAll<GameObject>("Prefabs"));
|
||||
}
|
||||
|
||||
void GenerateButtons()
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
int start = currentPage * buttonsPerPage;
|
||||
int end = Mathf.Min(start + buttonsPerPage, blockPrefabs.Count);
|
||||
|
||||
for (int i = start; i < end; i++)
|
||||
{
|
||||
var btn = Instantiate(buttonPrefabTemplate, blockGroupContainer);
|
||||
btn.SetActive(true);
|
||||
SetupButtonVisual(btn.transform, blockPrefabs[i], i - start);
|
||||
var prefab = blockPrefabs[i];
|
||||
btn.GetComponent<Button>().onClick.AddListener(() => SelectPrefab(prefab));
|
||||
currentButtons.Add(btn);
|
||||
}
|
||||
}
|
||||
GameObject button = Instantiate(buttonPrefabTemplate, container);
|
||||
button.SetActive(true);
|
||||
|
||||
void SetupButtonVisual(Transform t, GameObject prefab, int idx)
|
||||
{
|
||||
var canvas = t.Find("Canvas");
|
||||
var bg = canvas?.Find("BlankSquare");
|
||||
var icon = canvas?.Find("PrefabIcon");
|
||||
if (bg == null || icon == null) { Destroy(t.gameObject); return; }
|
||||
float xOff = -325f + idx * 125f;
|
||||
var bgRt = bg.GetComponent<RectTransform>();
|
||||
var icRt = icon.GetComponent<RectTransform>();
|
||||
bgRt.anchoredPosition = new Vector2(xOff, bgRt.anchoredPosition.y - 110);
|
||||
icRt.anchoredPosition = new Vector2(xOff, icRt.anchoredPosition.y - 110);
|
||||
bg.GetComponent<Image>().sprite = Resources.Load<Sprite>("InGame/ButtonSkin/BlankSquare");
|
||||
icon.GetComponent<Image>().sprite = prefab.GetComponent<SpriteRenderer>()?.sprite;
|
||||
icRt.sizeDelta = prefab.name.ToLower().Contains("small")
|
||||
? new Vector2(50, 25)
|
||||
: new Vector2(50, 50);
|
||||
Transform canvas = button.transform.Find("Canvas");
|
||||
Transform bg = canvas?.Find("BlankSquare");
|
||||
Transform icon = canvas?.Find("PrefabIcon");
|
||||
|
||||
if (bg == null || icon == null)
|
||||
{
|
||||
Destroy(button);
|
||||
continue;
|
||||
}
|
||||
|
||||
float xOffset = -375f + (i - start) * 125f;
|
||||
bg.GetComponent<RectTransform>().anchoredPosition = new Vector2(xOffset, bg.GetComponent<RectTransform>().anchoredPosition.y);
|
||||
icon.GetComponent<RectTransform>().anchoredPosition = new Vector2(xOffset, icon.GetComponent<RectTransform>().anchoredPosition.y);
|
||||
|
||||
Image bgImage = bg.GetComponent<Image>();
|
||||
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()
|
||||
{
|
||||
foreach (var b in currentButtons) Destroy(b);
|
||||
foreach (var button in currentButtons)
|
||||
Destroy(button);
|
||||
|
||||
currentButtons.Clear();
|
||||
}
|
||||
|
||||
public void NextPage()
|
||||
{
|
||||
int max = Mathf.CeilToInt(blockPrefabs.Count / (float)buttonsPerPage);
|
||||
if (currentPage < max - 1) { currentPage++; GenerateButtons(); }
|
||||
int maxPage = 3;
|
||||
Debug.Log(currentPage);
|
||||
if (currentPage < maxPage - 1)
|
||||
{
|
||||
currentPage++;
|
||||
GenerateButtons();
|
||||
}
|
||||
}
|
||||
|
||||
public void PreviousPage()
|
||||
{
|
||||
if (currentPage > 0) { currentPage--; GenerateButtons(); }
|
||||
Debug.Log(currentPage);
|
||||
if (currentPage > 0)
|
||||
{
|
||||
currentPage--;
|
||||
GenerateButtons();
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Placement
|
||||
|
||||
void SelectPrefab(GameObject prefab)
|
||||
{
|
||||
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);
|
||||
}
|
||||
|
||||
Vector3 DetermineScaleFromName(string name)
|
||||
void Update()
|
||||
{
|
||||
name = name.ToLower();
|
||||
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"))
|
||||
if (isPlacingBlock && currentBlock != null)
|
||||
{
|
||||
float s = Input.GetAxis("Mouse ScrollWheel");
|
||||
if (s != 0)
|
||||
Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
|
||||
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);
|
||||
currentScale = Vector3.one * ns;
|
||||
currentBlock.transform.localScale = currentScale;
|
||||
float scroll = Input.GetAxis("Mouse ScrollWheel");
|
||||
if (scroll != 0)
|
||||
{
|
||||
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()
|
||||
{
|
||||
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;
|
||||
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)
|
||||
{
|
||||
var obj = Instantiate(prefab, persistentBlockContainer);
|
||||
GameObject obj = Instantiate(prefab);
|
||||
obj.transform.position = new Vector3(0, 0, -1);
|
||||
obj.transform.localScale = scaleOverride ?? currentScale;
|
||||
|
||||
try { obj.tag = prefab.name; }
|
||||
catch { Debug.LogWarning($"Le tag '{prefab.name}' n'existe pas. Ajoutez-le dans Project Settings > Tags."); }
|
||||
|
||||
if (mapParent != null)
|
||||
obj.transform.SetParent(mapParent);
|
||||
|
||||
currentBlock = obj;
|
||||
currentBlock.tag = prefab.tag;
|
||||
isPlacingBlock = true;
|
||||
}
|
||||
|
||||
public void Save()
|
||||
{
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
public void ClearEditor()
|
||||
{
|
||||
if (persistentBlockContainer == null) return;
|
||||
|
||||
foreach (Transform child in persistentBlockContainer)
|
||||
{
|
||||
Destroy(child.gameObject);
|
||||
}
|
||||
|
||||
currentBlock = null;
|
||||
isPlacingBlock = false;
|
||||
currentPage = 0;
|
||||
ClearCurrentButtons();
|
||||
GenerateButtons();
|
||||
// TODO : Implémenter la sauvegarde du niveau
|
||||
}
|
||||
}
|
||||
|
@ -5,38 +5,28 @@ using System.IO;
|
||||
public class LevelLoader : MonoBehaviour
|
||||
{
|
||||
public LevelsLoader levelsLoader;
|
||||
public bool editMode;
|
||||
public bool createMode;
|
||||
public AudioSource musicSource;
|
||||
public AudioSource audioSource;
|
||||
public Text progressionText;
|
||||
private readonly float groundY = -6.034f;
|
||||
|
||||
private GameObject GetPrefab(string type)
|
||||
{
|
||||
var prefab = Resources.Load<GameObject>("Prefabs/" + type);
|
||||
if (prefab == null)
|
||||
{
|
||||
Debug.LogError($"Prefab introuvable pour : {type}");
|
||||
}
|
||||
return prefab;
|
||||
return Resources.Load<GameObject>("Prefabs/" + type);
|
||||
}
|
||||
|
||||
private void LoadAudio()
|
||||
{
|
||||
musicSource.clip = Resources.Load<AudioClip>(Path.Combine("Musics", levelsLoader.levelCurrent.musicName));
|
||||
if (editMode)
|
||||
{
|
||||
return;
|
||||
}
|
||||
audioSource.clip = Resources.Load<AudioClip>(Path.Combine("Musics", levelsLoader.levelCurrent.musicName));
|
||||
|
||||
if (PlayerPrefs.HasKey("Volume"))
|
||||
{
|
||||
musicSource.volume = PlayerPrefs.GetFloat("Volume");
|
||||
audioSource.volume = PlayerPrefs.GetFloat("Volume");
|
||||
}
|
||||
else
|
||||
{
|
||||
musicSource.volume = 1f;
|
||||
audioSource.volume = 1f;
|
||||
}
|
||||
musicSource.Play();
|
||||
|
||||
audioSource.Play();
|
||||
}
|
||||
|
||||
private void LoadElements()
|
||||
@ -45,112 +35,29 @@ public class LevelLoader : MonoBehaviour
|
||||
foreach (var element in current.elements)
|
||||
{
|
||||
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;
|
||||
float newScaleX = element.scaleX > 0 ? element.scaleX : originalScale.x;
|
||||
float newScaleY = element.scaleY > 0 ? element.scaleY : originalScale.y;
|
||||
|
||||
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()
|
||||
{
|
||||
if (!createMode)
|
||||
{
|
||||
levelsLoader = GameObject
|
||||
.FindGameObjectWithTag("LevelsLoader")
|
||||
.GetComponent<LevelsLoader>();
|
||||
levelsLoader = GameObject.FindGameObjectWithTag("LevelsLoader").GetComponent<LevelsLoader>();
|
||||
levelsLoader.IncreaseTotalAttempts();
|
||||
|
||||
levelsLoader.IncreaseTotalAttempts();
|
||||
|
||||
LoadElements();
|
||||
LoadAudio();
|
||||
}
|
||||
LoadAudio();
|
||||
LoadElements();
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
if (!editMode)
|
||||
{
|
||||
progressionText.text = levelsLoader.levelCurrent.ProgressionPercent + "%";
|
||||
}
|
||||
Level current = levelsLoader.levelCurrent;
|
||||
progressionText.text = current.ProgressionPercent + "%";
|
||||
}
|
||||
}
|
||||
|
@ -18,42 +18,46 @@ public class LevelsLoader : MonoBehaviour
|
||||
private void LoadAllLevels()
|
||||
{
|
||||
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)
|
||||
{
|
||||
Level level = Level.CreateFromJSON(jsonTextFile.text);
|
||||
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 (File.Exists(statPath))
|
||||
if (levelStatsMap.TryGetValue(level.JsonName, out LevelStat levelStat))
|
||||
{
|
||||
string statJson = File.ReadAllText(statPath);
|
||||
LevelStat levelStat = JsonUtility.FromJson<LevelStat>(statJson);
|
||||
|
||||
level.TotalAttempts = levelStat.totalAttempts;
|
||||
level.TotalJumps = levelStat.totalJumps;
|
||||
level.ProgressionPercentMax = levelStat.progressionPercent;
|
||||
}
|
||||
else
|
||||
{
|
||||
level.TotalAttempts = 0;
|
||||
level.TotalJumps = 0;
|
||||
level.ProgressionPercentMax = 0;
|
||||
levelStat = new LevelStat { JsonName = level.JsonName, totalJumps = 0, totalAttempts = 0 };
|
||||
levelStatsMap[level.JsonName] = levelStat;
|
||||
}
|
||||
|
||||
level.ProgressionPercent = 0;
|
||||
levels.Add(level);
|
||||
}
|
||||
|
||||
levels.Sort((x, y) => x.order.CompareTo(y.order));
|
||||
}
|
||||
|
||||
private void SaveLevelCurrent()
|
||||
{
|
||||
if (levelCurrent == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
string levelJson = JsonUtility.ToJson(levelCurrent, true) + "\n";
|
||||
File.WriteAllText(Path.Combine(Application.dataPath, "Resources", "Levels", levelCurrent.JsonName + ".json"), levelJson);
|
||||
|
||||
LevelStat levelStat = new()
|
||||
{
|
||||
@ -62,69 +66,39 @@ public class LevelsLoader : MonoBehaviour
|
||||
totalAttempts = levelCurrent.TotalAttempts,
|
||||
progressionPercent = levelCurrent.ProgressionPercentMax,
|
||||
};
|
||||
|
||||
string levelStatJson = JsonUtility.ToJson(levelStat, true) + "\n";
|
||||
|
||||
string savePath = Path.Combine(Application.persistentDataPath, levelCurrent.JsonName + ".json");
|
||||
File.WriteAllText(savePath, levelStatJson);
|
||||
File.WriteAllText(Path.Combine(Application.dataPath, "Resources", "LevelsStats", levelCurrent.JsonName + ".json"), levelStatJson);
|
||||
}
|
||||
|
||||
public void NextLevel()
|
||||
{
|
||||
if (levels.Count == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
int currentIndex = levels.IndexOf(levelCurrent);
|
||||
levelCurrent = levels[(currentIndex + 1) % levels.Count];
|
||||
}
|
||||
|
||||
public void PreviousLevel()
|
||||
{
|
||||
if (levels.Count == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
int currentIndex = levels.IndexOf(levelCurrent);
|
||||
levelCurrent = levels[(currentIndex - 1 + levels.Count) % levels.Count];
|
||||
}
|
||||
|
||||
public void IncreaseTotalJumps()
|
||||
{
|
||||
if (levelCurrent == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
levelCurrent.TotalJumps += 1;
|
||||
SaveLevelCurrent();
|
||||
}
|
||||
|
||||
public void IncreaseTotalAttempts()
|
||||
{
|
||||
if (levelCurrent == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
levelCurrent.TotalAttempts += 1;
|
||||
SaveLevelCurrent();
|
||||
}
|
||||
|
||||
public int CalculateCurrentProgressionPercent(Vector3 playerPosition)
|
||||
{
|
||||
if (levelCurrent == null)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
float lastX = levelCurrent.LastX;
|
||||
GameObject winnerWallPrefab = Resources.Load<GameObject>("Prefabs/WinnerWall");
|
||||
float winnerWallWidth = winnerWallPrefab != null
|
||||
? winnerWallPrefab.GetComponent<Renderer>().bounds.size.x
|
||||
: 0f;
|
||||
float winnerWallWidth = winnerWallPrefab.GetComponent<Renderer>().bounds.size.x;
|
||||
float marginError = 0.5f;
|
||||
float totalDistance = lastX - (winnerWallWidth / 2) - marginError;
|
||||
|
||||
@ -143,8 +117,6 @@ public class LevelsLoader : MonoBehaviour
|
||||
levels.Clear();
|
||||
LoadAllLevels();
|
||||
if (levels.Count > 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.SceneManagement;
|
||||
|
||||
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()
|
||||
{
|
||||
PlayerPrefs.SetInt("CreateMode", 0);
|
||||
PlayerPrefs.SetInt("EditMode", 0);
|
||||
|
||||
sfxSource.clip = Resources.Load<AudioClip>(Path.Combine("Sounds", "click"));
|
||||
sfxSource.Play();
|
||||
StartCoroutine(PlaySoundAndLoadScene(sfxSource, "HomeScene"));
|
||||
SceneManager.LoadScene("HomeScene");
|
||||
}
|
||||
}
|
||||
|
@ -7,9 +7,4 @@ public class LevelNameButton : MonoBehaviour
|
||||
{
|
||||
SceneManager.LoadScene("LevelScene");
|
||||
}
|
||||
public void EditLevel()
|
||||
{
|
||||
PlayerPrefs.SetInt("CreateMode", 0);
|
||||
SceneManager.LoadScene("LevelEditorScene");
|
||||
}
|
||||
}
|
||||
|