Compare commits
16 Commits
v1.0.0-sta
...
v1.0.0-sta
Author | SHA1 | Date | |
---|---|---|---|
f8791dfd1b
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86f64a7705
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728c57c66c | |||
0b32ce7036 | |||
2c7a420f90 | |||
bdd238f524 | |||
f818a9a8a7 | |||
3fe6a2998c | |||
bde6ea3a43 | |||
0263f6b3b0 | |||
7f2db297fa | |||
97b473cb01 | |||
8fe04b974a
|
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9287a16610
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edc6504e10 | |||
02ef8cdf74 |
9
.github/workflows/ci.yml
vendored
@ -50,6 +50,7 @@ jobs:
|
||||
|
||||
- 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
|
||||
@ -81,6 +82,7 @@ jobs:
|
||||
|
||||
- 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
|
||||
@ -112,6 +114,7 @@ jobs:
|
||||
|
||||
- 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
|
||||
@ -163,13 +166,9 @@ jobs:
|
||||
uses: softprops/action-gh-release@v2.2.2
|
||||
with:
|
||||
tag_name: ${{ steps.get_version.outputs.version }}
|
||||
name: |
|
||||
${{ github.ref == 'refs/heads/main' && 'Production Release' || 'Pre-release' }} ${{ steps.get_version.outputs.version }}
|
||||
name: ${{ steps.get_version.outputs.version }}
|
||||
body: |
|
||||
🎮 Automatic ${{ github.ref == 'refs/heads/main' && 'Production' || 'Pre-release' }} build
|
||||
|
||||
Branch: `${{ github.ref_name }}`
|
||||
Commit: `${{ github.sha }}`
|
||||
prerelease: ${{ github.ref != 'refs/heads/main' }}
|
||||
files: |
|
||||
build/windows.zip
|
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|
14
.vscode/extensions.json
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{
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"recommendations": [
|
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"editorconfig.editorconfig",
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"jebbs.plantuml",
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"visualstudiotoolsforunity.vstuc",
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"ms-dotnettools.csharp",
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"ms-dotnettools.csdevkit"
|
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]
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|
||||
"editorconfig.editorconfig",
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"jebbs.plantuml",
|
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"visualstudiotoolsforunity.vstuc",
|
||||
"ms-dotnettools.csharp",
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"ms-dotnettools.csdevkit"
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]
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}
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|
16
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{
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}
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|
16
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|
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1304
Assets/Scenes/SelectLevelToEditScene.unity
Normal file
7
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Normal file
@ -0,0 +1,7 @@
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19
Assets/Scripts/AIToggle.cs
Normal file
@ -0,0 +1,19 @@
|
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using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
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public class AI : MonoBehaviour
|
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{
|
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public Toggle AIToggle;
|
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public Player player;
|
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|
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public void OnAiChange()
|
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{
|
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player.IsAI = AIToggle.isOn;
|
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}
|
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|
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public void Awake()
|
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{
|
||||
AIToggle = GetComponent<Toggle>();
|
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AIToggle.isOn = player.IsAI;
|
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}
|
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}
|
2
Assets/Scripts/AIToggle.cs.meta
Normal file
@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: b63079a9773c036389c5b87c12e728c3
|
20
Assets/Scripts/CameraController.cs
Normal file
@ -0,0 +1,20 @@
|
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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
|
||||
);
|
||||
|
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Camera.main.transform.position += movement;
|
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}
|
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}
|
2
Assets/Scripts/CameraController.cs.meta
Normal file
@ -0,0 +1,2 @@
|
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fileFormatVersion: 2
|
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guid: 74af3e3f2c02bde43b24c2f56589d071
|
@ -5,4 +5,6 @@ public interface IGameMode
|
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void Update(Player player);
|
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void OnCollisionEnter(Player player, Collision2D collision);
|
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void OnCollisionExit(Player player, Collision2D collision);
|
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|
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void Jump(Player player);
|
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}
|
||||
|
@ -1,6 +1,4 @@
|
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using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
|
||||
public class NormalGameMode : IGameMode
|
||||
{
|
||||
@ -15,7 +13,6 @@ public class NormalGameMode : IGameMode
|
||||
{
|
||||
player.RigidBody.linearVelocity = new Vector2(HorizontalSpeed * player.SpeedMultiplier, player.RigidBody.linearVelocity.y);
|
||||
|
||||
|
||||
if (player.IsColliding && Input.GetKey(JumpKey) && !isRotating)
|
||||
{
|
||||
Jump(player);
|
||||
@ -38,11 +35,14 @@ public class NormalGameMode : IGameMode
|
||||
UpdateParticlePositionAndRotation(player);
|
||||
}
|
||||
|
||||
private void Jump(Player player)
|
||||
public void Jump(Player player)
|
||||
{
|
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player.RigidBody.linearVelocity = new Vector2(player.RigidBody.linearVelocity.x, 0);
|
||||
player.RigidBody.AddForce(Vector2.up * JumpForce, ForceMode2D.Impulse);
|
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player.LevelsLoader.IncreaseTotalJumps();
|
||||
if (player.LevelsLoader != null)
|
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{
|
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player.LevelsLoader.IncreaseTotalJumps();
|
||||
}
|
||||
isRotating = true;
|
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targetRotationAngle = player.transform.eulerAngles.z - 90f;
|
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}
|
||||
@ -83,16 +83,6 @@ public class NormalGameMode : IGameMode
|
||||
public void OnCollisionEnter(Player player, Collision2D collision)
|
||||
{
|
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player.IsColliding = true;
|
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|
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if (collision.gameObject.CompareTag("Kill"))
|
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{
|
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SceneManager.LoadScene(SceneManager.GetActiveScene().name);
|
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}
|
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|
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if (collision.gameObject.CompareTag("Win"))
|
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{
|
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SceneManager.LoadScene("SelectLevelScene");
|
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}
|
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}
|
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|
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public void OnCollisionExit(Player player, Collision2D collision)
|
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|
@ -1,3 +1,4 @@
|
||||
using System.IO;
|
||||
using UnityEngine;
|
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using UnityEngine.SceneManagement;
|
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|
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@ -55,26 +56,18 @@ public class ShipGameMode : IGameMode
|
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return angle;
|
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}
|
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|
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private void Jump(Player player)
|
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public void Jump(Player player)
|
||||
{
|
||||
player.RigidBody.linearVelocity = new Vector2(player.RigidBody.linearVelocity.x, 0);
|
||||
player.RigidBody.AddForce(Vector2.up * JumpForce, ForceMode2D.Impulse);
|
||||
player.LevelsLoader.IncreaseTotalJumps();
|
||||
if (player.LevelsLoader != null)
|
||||
{
|
||||
player.LevelsLoader.IncreaseTotalJumps();
|
||||
}
|
||||
}
|
||||
|
||||
public void OnCollisionEnter(Player player, Collision2D collision)
|
||||
{
|
||||
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));
|
||||
|
151
Assets/Scripts/JSONExporter.cs
Normal file
@ -0,0 +1,151 @@
|
||||
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;
|
||||
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
|
||||
});
|
||||
}
|
||||
|
||||
if (elements.Count == 0)
|
||||
{
|
||||
SetStatus("No elements to export.", Color.red);
|
||||
yield break;
|
||||
}
|
||||
|
||||
LevelData data = new LevelData
|
||||
{
|
||||
name = fileName,
|
||||
musicName = "",
|
||||
order = 0,
|
||||
elements = elements.ToArray()
|
||||
};
|
||||
string json = JsonUtility.ToJson(data, prettyPrint: true);
|
||||
|
||||
try
|
||||
{
|
||||
File.WriteAllText(destPath, json);
|
||||
SetStatus("Export successful: " + fileName + ".json", 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;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
private class LevelData
|
||||
{
|
||||
public string name;
|
||||
public string musicName;
|
||||
public int order;
|
||||
public SerializableElement[] elements;
|
||||
}
|
||||
}
|
2
Assets/Scripts/JSONExporter.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d3227fe18f4441647bdd19d3131efa02
|
153
Assets/Scripts/JSONLevelEditor.cs
Normal file
@ -0,0 +1,153 @@
|
||||
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;
|
||||
}
|
||||
}
|
2
Assets/Scripts/JSONLevelEditor.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4a995a69086a0184d830aa300b3c2843
|
@ -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 = new Vector3(1f, 1f, 1);
|
||||
private Vector3 currentScale = Vector3.one;
|
||||
private float scaleStep = 0.1f;
|
||||
|
||||
[Header("UI")]
|
||||
@ -28,240 +28,566 @@ 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()
|
||||
{
|
||||
blockPrefabs.AddRange(Resources.LoadAll<GameObject>("Prefabs"));
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
void GenerateButtons()
|
||||
{
|
||||
ClearCurrentButtons();
|
||||
|
||||
Transform container = blockGroupContainer;
|
||||
|
||||
if (blockGroupContainer == null || buttonPrefabTemplate == null)
|
||||
{
|
||||
Debug.LogError("UI Container ou prefab manquant.");
|
||||
return;
|
||||
}
|
||||
int start = currentPage * buttonsPerPage;
|
||||
int end = Mathf.Min(start + buttonsPerPage, blockPrefabs.Count);
|
||||
|
||||
for (int i = start; i < end; i++)
|
||||
{
|
||||
GameObject button = Instantiate(buttonPrefabTemplate, container);
|
||||
button.SetActive(true);
|
||||
|
||||
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);
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
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 = -375f + idx * 125f;
|
||||
var bgRt = bg.GetComponent<RectTransform>();
|
||||
var icRt = icon.GetComponent<RectTransform>();
|
||||
bgRt.anchoredPosition = new Vector2(xOff, bgRt.anchoredPosition.y);
|
||||
icRt.anchoredPosition = new Vector2(xOff, icRt.anchoredPosition.y);
|
||||
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);
|
||||
}
|
||||
|
||||
void ClearCurrentButtons()
|
||||
{
|
||||
foreach (var button in currentButtons)
|
||||
{
|
||||
Destroy(button);
|
||||
}
|
||||
|
||||
foreach (var b in currentButtons) Destroy(b);
|
||||
currentButtons.Clear();
|
||||
}
|
||||
|
||||
public void NextPage()
|
||||
{
|
||||
int maxPage = 3;
|
||||
if (currentPage < maxPage - 1)
|
||||
{
|
||||
currentPage++;
|
||||
GenerateButtons();
|
||||
}
|
||||
int max = Mathf.CeilToInt(blockPrefabs.Count / (float)buttonsPerPage);
|
||||
if (currentPage < max - 1) { currentPage++; GenerateButtons(); }
|
||||
}
|
||||
|
||||
public void PreviousPage()
|
||||
{
|
||||
if (currentPage > 0)
|
||||
{
|
||||
currentPage--;
|
||||
GenerateButtons();
|
||||
}
|
||||
if (currentPage > 0) { currentPage--; GenerateButtons(); }
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Placement
|
||||
|
||||
void SelectPrefab(GameObject prefab)
|
||||
{
|
||||
if (isPlacingBlock)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
if (isPlacingBlock) return;
|
||||
currentScale = DetermineScaleFromName(prefab.name);
|
||||
InstantiateAndPrepare(prefab, currentScale);
|
||||
}
|
||||
|
||||
void Update()
|
||||
Vector3 DetermineScaleFromName(string name)
|
||||
{
|
||||
if (isPlacingBlock && currentBlock != null)
|
||||
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"))
|
||||
{
|
||||
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 s = Input.GetAxis("Mouse ScrollWheel");
|
||||
if (s != 0)
|
||||
{
|
||||
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)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
PlaceBlock();
|
||||
float ns = Mathf.Max(0.1f, currentScale.x + s * scaleStep);
|
||||
currentScale = Vector3.one * ns;
|
||||
currentBlock.transform.localScale = currentScale;
|
||||
}
|
||||
}
|
||||
|
||||
if (Input.GetMouseButtonDown(0) && !isPlacingBlock)
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
|
||||
Collider2D hit = Physics2D.OverlapPoint(mousePos);
|
||||
|
||||
if (hit != null)
|
||||
if (!IsPlacementValid())
|
||||
{
|
||||
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;
|
||||
Debug.Log("Placement invalide : collision.");
|
||||
return;
|
||||
}
|
||||
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;
|
||||
Debug.Log($"Sélection : {sel.name}");
|
||||
}
|
||||
}
|
||||
void PlaceBlock()
|
||||
{
|
||||
string name = currentBlock.name.ToLower();
|
||||
bool isSpikeType = name.Contains("spike") || name.Contains("smallspike") || name.Contains("killzone");
|
||||
|
||||
if (isSpikeType)
|
||||
{
|
||||
// 1) Bloquer si on perçoit un spike de même type dans la direction de snap
|
||||
if (IsBlockedBySameTypeInSnapDirection())
|
||||
{
|
||||
Debug.LogError("Impossible de poser un spike sur un autre spike !");
|
||||
Destroy(currentBlock);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 2) On snap dans la direction (down/left/up/right), et on détruit si aucun support
|
||||
if (!SnapSpikeByRotation())
|
||||
{
|
||||
Debug.LogError("Impossible de poser un spike dans le vide !");
|
||||
Destroy(currentBlock);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 3) On fait l’ajustement fin (si besoin)
|
||||
TrySnapToNearbyBlock();
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// tous les autres blocs
|
||||
TrySnapToNearbyBlock();
|
||||
}
|
||||
|
||||
isPlacingBlock = false;
|
||||
currentBlock = null;
|
||||
}
|
||||
|
||||
void InstantiateAndPrepare(GameObject prefab, Vector3? scaleOverride = null)
|
||||
/// <summary>
|
||||
/// Vérifie qu’il n’y ait pas déjà un spike/smallspike/killzone
|
||||
/// juste devant le spike selon sa rotation.
|
||||
/// </summary>
|
||||
bool IsBlockedBySameTypeInSnapDirection()
|
||||
{
|
||||
GameObject obj = Instantiate(prefab);
|
||||
obj.transform.position = new Vector3(0, 0, -1);
|
||||
obj.transform.localScale = scaleOverride ?? currentScale;
|
||||
var col = currentBlock.GetComponent<Collider2D>();
|
||||
var b = col.bounds;
|
||||
|
||||
if (mapParent != null)
|
||||
// 1) Détermine direction de snap (0→down,1→left,2→up,3→right)
|
||||
int rot = (Mathf.RoundToInt(currentBlock.transform.eulerAngles.z / 90) % 4 + 4) % 4;
|
||||
Vector2 dir = rot switch
|
||||
{
|
||||
obj.transform.SetParent(mapParent);
|
||||
1 => Vector2.right,
|
||||
2 => Vector2.up,
|
||||
3 => Vector2.left,
|
||||
_ => Vector2.down
|
||||
};
|
||||
|
||||
// 2) Origine : on place la « boîte » juste en bordure du sprite
|
||||
float offset = 0.01f;
|
||||
Vector2 origin = rot switch
|
||||
{
|
||||
1 => new Vector2(b.min.x - offset, b.center.y), // gauche
|
||||
3 => new Vector2(b.max.x + offset, b.center.y), // droite
|
||||
2 => new Vector2(b.center.x, b.max.y + offset), // haut
|
||||
_ => new Vector2(b.center.x, b.min.y - offset) // bas
|
||||
};
|
||||
|
||||
// 3) On box‐cast exactement la taille du sprite pour 100 unités
|
||||
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)
|
||||
{
|
||||
// on bloque absolument tout chevauchement entre ces trois types
|
||||
return true;
|
||||
}
|
||||
|
||||
// si on tape autre chose (sol, block, bonus…), on arrête le scan
|
||||
break;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SnapSpikeByRotation()
|
||||
{
|
||||
// Récupère bounds et demi-tailles
|
||||
var col = currentBlock.GetComponent<Collider2D>();
|
||||
var b = col.bounds;
|
||||
float hw = b.extents.x;
|
||||
float hh = b.extents.y;
|
||||
|
||||
// 1) Détermine la rotation en quarts de tour : 0→down, 1→left, 2→up, 3→right
|
||||
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;
|
||||
}
|
||||
|
||||
// 2) Calcule 3 origines le long de la face « avant » du spike
|
||||
const float eps = 0.01f;
|
||||
List<Vector2> origins = new List<Vector2>();
|
||||
if (dir == Vector2.down || dir == Vector2.up)
|
||||
{
|
||||
// face inférieure ou supérieure → balaye l’axe X
|
||||
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
|
||||
{
|
||||
// face gauche ou droite → balaye l’axe Y
|
||||
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));
|
||||
}
|
||||
|
||||
// 3) Pour chaque origine, on lance un RaycastAll et on garde le hit le plus proche
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 4) Aucun support trouvé → échec
|
||||
if (bestHit.collider == null)
|
||||
return false;
|
||||
|
||||
// 5) Sinon, colle bord à bord
|
||||
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);
|
||||
Debug.Log($"Spike snapé {dir} sur « {bestHit.collider.name} » à {currentBlock.transform.position}");
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
#endregion
|
||||
|
||||
#region Resizing & Deletion
|
||||
|
||||
void HandleBlockResizing()
|
||||
{
|
||||
if (Input.GetMouseButtonDown(0) && Input.GetKey(KeyCode.LeftShift) && !isPlacingBlock)
|
||||
{
|
||||
Vector2 m = Camera.main.ScreenToWorldPoint(Input.mousePosition);
|
||||
var hit = Physics2D.OverlapPoint(m);
|
||||
if (hit != null && !hit.CompareTag("Ground"))
|
||||
BeginResizing(hit.gameObject, m);
|
||||
}
|
||||
if (isResizing && resizingTarget != null)
|
||||
PerformResizing();
|
||||
}
|
||||
|
||||
void BeginResizing(GameObject tgt, Vector2 mPos)
|
||||
{
|
||||
resizingTarget = tgt;
|
||||
originalMousePos = mPos;
|
||||
originalScale = tgt.transform.localScale;
|
||||
Vector2 local = mPos - (Vector2)tgt.transform.position;
|
||||
float ratio = tgt.GetComponent<Collider2D>().bounds.size.x / tgt.GetComponent<Collider2D>().bounds.size.y;
|
||||
currentResizeAxis = Mathf.Abs(local.x) > Mathf.Abs(local.y * ratio)
|
||||
? ResizeAxis.Horizontal
|
||||
: ResizeAxis.Vertical;
|
||||
isResizing = true;
|
||||
Debug.Log($"Début redim {tgt.name} (axe {currentResizeAxis})");
|
||||
}
|
||||
|
||||
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;
|
||||
Debug.Log("Redim annulé : collision");
|
||||
}
|
||||
if (Input.GetMouseButtonUp(0))
|
||||
{
|
||||
isResizing = false;
|
||||
resizingTarget = null;
|
||||
currentResizeAxis = ResizeAxis.None;
|
||||
Debug.Log("Fin redim");
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
Debug.Log($"Supprimé {toD.name}");
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Utility
|
||||
|
||||
bool IsPointerOverUI()
|
||||
=> EventSystem.current != null && EventSystem.current.IsPointerOverGameObject();
|
||||
|
||||
void TrySnapToNearbyBlock()
|
||||
{
|
||||
if (currentBlock == null) return;
|
||||
|
||||
var col = currentBlock.GetComponent<Collider2D>();
|
||||
var b = col.bounds;
|
||||
float snapDistance = 1f;
|
||||
float verticalEps = 0.1f;
|
||||
|
||||
// === SNAP HORIZONTAL (droite)
|
||||
Vector2 hBoxSize = new Vector2(snapDistance, b.size.y - verticalEps * 2f);
|
||||
Vector2 rightCenter = new Vector2(b.max.x + snapDistance / 2f, b.center.y);
|
||||
var hits = Physics2D.OverlapBoxAll(rightCenter, hBoxSize, 0f);
|
||||
foreach (var h in hits)
|
||||
{
|
||||
if (IsInvalidSnapTarget(h)) continue;
|
||||
float newX = h.bounds.min.x - b.extents.x;
|
||||
currentBlock.transform.position = new Vector3(newX, currentBlock.transform.position.y, -1f);
|
||||
Debug.Log($"Snap horizontal à droite contre {h.name}");
|
||||
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);
|
||||
Debug.Log($"Snap horizontal à gauche contre {h.name}");
|
||||
return;
|
||||
}
|
||||
|
||||
// === SNAP VERTICAL (dessous)
|
||||
Vector2 downBoxSize = new Vector2(b.size.x - 0.1f, snapDistance);
|
||||
Vector2 downCenter = new Vector2(b.center.x, b.min.y - snapDistance / 2f);
|
||||
hits = Physics2D.OverlapBoxAll(downCenter, downBoxSize, 0f);
|
||||
foreach (var h in hits)
|
||||
{
|
||||
if (IsInvalidSnapTarget(h)) continue;
|
||||
float newY = h.bounds.max.y + b.extents.y;
|
||||
currentBlock.transform.position = new Vector3(currentBlock.transform.position.x, newY, -1f);
|
||||
Debug.Log($"Snap vertical (bas) contre {h.name}");
|
||||
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);
|
||||
Debug.Log($"Snap vertical (haut) contre {h.name}");
|
||||
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);
|
||||
Debug.Log("Rotation 90°!");
|
||||
}
|
||||
|
||||
void InstantiateAndPrepare(GameObject prefab, Vector3? scaleOverride = null)
|
||||
{
|
||||
var obj = Instantiate(prefab, persistentBlockContainer);
|
||||
obj.transform.position = new Vector3(0, 0, -1);
|
||||
obj.transform.localScale = scaleOverride ?? currentScale;
|
||||
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);
|
||||
}
|
||||
|
||||
Debug.Log("Éditeur vidé.");
|
||||
|
||||
currentBlock = null;
|
||||
isPlacingBlock = false;
|
||||
currentPage = 0;
|
||||
ClearCurrentButtons();
|
||||
GenerateButtons();
|
||||
}
|
||||
}
|
||||
|
@ -5,66 +5,154 @@ using System.IO;
|
||||
public class LevelLoader : MonoBehaviour
|
||||
{
|
||||
public LevelsLoader levelsLoader;
|
||||
public AudioSource audioSource;
|
||||
public bool editMode;
|
||||
public bool createMode;
|
||||
public AudioSource musicSource;
|
||||
public Text progressionText;
|
||||
private readonly float groundY = -6.034f;
|
||||
|
||||
private GameObject GetPrefab(string type)
|
||||
{
|
||||
return Resources.Load<GameObject>("Prefabs/" + type);
|
||||
var prefab = Resources.Load<GameObject>("Prefabs/" + type);
|
||||
if (prefab == null)
|
||||
{
|
||||
Debug.LogError($"Prefab introuvable pour : {type}");
|
||||
}
|
||||
return prefab;
|
||||
}
|
||||
|
||||
private void LoadAudio()
|
||||
{
|
||||
audioSource.clip = Resources.Load<AudioClip>(Path.Combine("Musics", levelsLoader.levelCurrent.musicName));
|
||||
musicSource.clip = Resources.Load<AudioClip>(Path.Combine("Musics", levelsLoader.levelCurrent.musicName));
|
||||
|
||||
if (PlayerPrefs.HasKey("Volume"))
|
||||
{
|
||||
audioSource.volume = PlayerPrefs.GetFloat("Volume");
|
||||
musicSource.volume = PlayerPrefs.GetFloat("Volume");
|
||||
}
|
||||
else
|
||||
{
|
||||
audioSource.volume = 1f;
|
||||
musicSource.volume = 1f;
|
||||
}
|
||||
|
||||
audioSource.Play();
|
||||
musicSource.Play();
|
||||
}
|
||||
|
||||
private void LoadElements()
|
||||
{
|
||||
Level current = levelsLoader.levelCurrent;
|
||||
|
||||
foreach (var element in current.elements)
|
||||
{
|
||||
GameObject prefab = GetPrefab(element.type);
|
||||
GameObject instance = Instantiate(prefab, new Vector3(element.x, element.y, 0), Quaternion.identity);
|
||||
if (prefab == null) continue;
|
||||
|
||||
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)
|
||||
{
|
||||
if (prefab.CompareTag("Kill"))
|
||||
{
|
||||
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);
|
||||
}
|
||||
|
||||
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);
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
|
||||
// Mur de fin toujours placé
|
||||
GameObject winWall = GetPrefab("WinnerWall");
|
||||
if (winWall != null)
|
||||
{
|
||||
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));
|
||||
}
|
||||
|
||||
public void Start()
|
||||
{
|
||||
levelsLoader = GameObject.FindGameObjectWithTag("LevelsLoader").GetComponent<LevelsLoader>();
|
||||
levelsLoader.IncreaseTotalAttempts();
|
||||
if (!createMode)
|
||||
{
|
||||
levelsLoader = GameObject
|
||||
.FindGameObjectWithTag("LevelsLoader")
|
||||
.GetComponent<LevelsLoader>();
|
||||
|
||||
LoadAudio();
|
||||
LoadElements();
|
||||
levelsLoader.IncreaseTotalAttempts();
|
||||
|
||||
LoadElements();
|
||||
if (!editMode)
|
||||
LoadAudio();
|
||||
}
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
Level current = levelsLoader.levelCurrent;
|
||||
progressionText.text = current.ProgressionPercent + "%";
|
||||
if (!editMode)
|
||||
{
|
||||
progressionText.text = levelsLoader.levelCurrent.ProgressionPercent + "%";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
0
Assets/Scripts/LevelsSelect/LevelEditor
Normal file
7
Assets/Scripts/LevelsSelect/LevelEditor.meta
Normal file
@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 588b3f9ce673f764b8a3a81842ed9f46
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,10 +1,25 @@
|
||||
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);
|
||||
SceneManager.LoadScene(scene);
|
||||
}
|
||||
|
||||
public void GoToHome()
|
||||
{
|
||||
SceneManager.LoadScene("HomeScene");
|
||||
PlayerPrefs.SetInt("CreateMode", 0);
|
||||
PlayerPrefs.SetInt("EditMode", 0);
|
||||
|
||||
sfxSource.clip = Resources.Load<AudioClip>(Path.Combine("Sounds", "click"));
|
||||
sfxSource.Play();
|
||||
StartCoroutine(PlaySoundAndLoadScene(sfxSource, "HomeScene"));
|
||||
}
|
||||
}
|
||||
|
@ -7,4 +7,9 @@ public class LevelNameButton : MonoBehaviour
|
||||
{
|
||||
SceneManager.LoadScene("LevelScene");
|
||||
}
|
||||
public void EditLevel()
|
||||
{
|
||||
PlayerPrefs.SetInt("CreateMode", 0);
|
||||
SceneManager.LoadScene("LevelEditorScene");
|
||||
}
|
||||
}
|
||||
|
@ -1,7 +1,9 @@
|
||||
using System.IO;
|
||||
using UnityEngine;
|
||||
|
||||
public class LevelNextButton : MonoBehaviour
|
||||
{
|
||||
public AudioSource sfxSource;
|
||||
public LevelsLoader levelsLoader;
|
||||
|
||||
public void Start()
|
||||
@ -9,8 +11,18 @@ public class LevelNextButton : MonoBehaviour
|
||||
levelsLoader = GameObject.FindGameObjectWithTag("LevelsLoader").GetComponent<LevelsLoader>();
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.RightArrow))
|
||||
{
|
||||
NextLevel();
|
||||
}
|
||||
}
|
||||
|
||||
public void NextLevel()
|
||||
{
|
||||
levelsLoader.NextLevel();
|
||||
sfxSource.clip = Resources.Load<AudioClip>(Path.Combine("Sounds", "click"));
|
||||
sfxSource.Play();
|
||||
}
|
||||
}
|
||||
|
@ -1,7 +1,9 @@
|
||||
using System.IO;
|
||||
using UnityEngine;
|
||||
|
||||
public class LevelPreviousButton : MonoBehaviour
|
||||
{
|
||||
public AudioSource sfxSource;
|
||||
public LevelsLoader levelsLoader;
|
||||
|
||||
public void Start()
|
||||
@ -9,8 +11,18 @@ public class LevelPreviousButton : MonoBehaviour
|
||||
levelsLoader = GameObject.FindGameObjectWithTag("LevelsLoader").GetComponent<LevelsLoader>();
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.LeftArrow))
|
||||
{
|
||||
PreviousLevel();
|
||||
}
|
||||
}
|
||||
|
||||
public void PreviousLevel()
|
||||
{
|
||||
levelsLoader.PreviousLevel();
|
||||
sfxSource.clip = Resources.Load<AudioClip>(Path.Combine("Sounds", "click"));
|
||||
sfxSource.Play();
|
||||
}
|
||||
}
|
||||
|
@ -1,16 +1,25 @@
|
||||
using System.IO;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class MainMenu : MonoBehaviour
|
||||
{
|
||||
public AudioSource sfxSource;
|
||||
|
||||
public void LaunchGame()
|
||||
{
|
||||
SceneManager.LoadSceneAsync("SelectLevelScene");
|
||||
sfxSource.clip = Resources.Load<AudioClip>(Path.Combine("Sounds", "click"));
|
||||
sfxSource.Play();
|
||||
|
||||
StartCoroutine(LevelHomeButton.PlaySoundAndLoadScene(sfxSource, "SelectLevelScene"));
|
||||
}
|
||||
|
||||
public void OpenImport()
|
||||
{
|
||||
SceneManager.LoadSceneAsync("ImportScene");
|
||||
sfxSource.clip = Resources.Load<AudioClip>(Path.Combine("Sounds", "click"));
|
||||
sfxSource.Play();
|
||||
|
||||
StartCoroutine(LevelHomeButton.PlaySoundAndLoadScene(sfxSource, "ImportScene"));
|
||||
}
|
||||
|
||||
public void QuitGame()
|
||||
@ -18,13 +27,36 @@ public class MainMenu : MonoBehaviour
|
||||
Application.Quit();
|
||||
}
|
||||
|
||||
public void EditorChoice()
|
||||
public void LevelEditor()
|
||||
{
|
||||
SceneManager.LoadSceneAsync("EditorChoiceScene");
|
||||
sfxSource.clip = Resources.Load<AudioClip>(Path.Combine("Sounds", "click"));
|
||||
sfxSource.Play();
|
||||
|
||||
StartCoroutine(LevelHomeButton.PlaySoundAndLoadScene(sfxSource, "LevelEditorScene"));
|
||||
}
|
||||
|
||||
public void CreateLevel()
|
||||
public void CreateVoidLevel()
|
||||
{
|
||||
SceneManager.LoadSceneAsync("CreateLevelScene");
|
||||
PlayerPrefs.SetInt("CreateMode", 1);
|
||||
sfxSource.clip = Resources.Load<AudioClip>(Path.Combine("Sounds", "click"));
|
||||
sfxSource.Play();
|
||||
|
||||
StartCoroutine(LevelHomeButton.PlaySoundAndLoadScene(sfxSource, "LevelEditorScene"));
|
||||
}
|
||||
|
||||
public void EditorChoice()
|
||||
{
|
||||
sfxSource.clip = Resources.Load<AudioClip>(Path.Combine("Sounds", "click"));
|
||||
sfxSource.Play();
|
||||
|
||||
StartCoroutine(LevelHomeButton.PlaySoundAndLoadScene(sfxSource, "EditorChoiceScene"));
|
||||
}
|
||||
|
||||
public void EditLevel()
|
||||
{
|
||||
sfxSource.clip = Resources.Load<AudioClip>(Path.Combine("Sounds", "click"));
|
||||
sfxSource.Play();
|
||||
|
||||
StartCoroutine(LevelHomeButton.PlaySoundAndLoadScene(sfxSource, "SelectLevelToEditScene"));
|
||||
}
|
||||
}
|
||||
|
@ -13,26 +13,26 @@ public class PauseMenu : MonoBehaviour
|
||||
{
|
||||
if (PlayerPrefs.HasKey("Volume"))
|
||||
{
|
||||
levelLoader.audioSource.volume = PlayerPrefs.GetFloat("Volume");
|
||||
volumeSlider.value = levelLoader.audioSource.volume;
|
||||
levelLoader.musicSource.volume = PlayerPrefs.GetFloat("Volume");
|
||||
volumeSlider.value = levelLoader.musicSource.volume;
|
||||
}
|
||||
else
|
||||
{
|
||||
levelLoader.audioSource.volume = 1f;
|
||||
levelLoader.musicSource.volume = 1f;
|
||||
volumeSlider.value = 1f;
|
||||
}
|
||||
}
|
||||
|
||||
public void ChangeVolume()
|
||||
{
|
||||
levelLoader.audioSource.volume = volumeSlider.value;
|
||||
PlayerPrefs.SetFloat("Volume", levelLoader.audioSource.volume);
|
||||
levelLoader.musicSource.volume = volumeSlider.value;
|
||||
PlayerPrefs.SetFloat("Volume", levelLoader.musicSource.volume);
|
||||
}
|
||||
|
||||
public void Pause()
|
||||
{
|
||||
Time.timeScale = 0;
|
||||
levelLoader.audioSource.Pause();
|
||||
levelLoader.musicSource.Pause();
|
||||
|
||||
pauseMenu.SetActive(true);
|
||||
pauseButton.SetActive(false);
|
||||
@ -47,7 +47,7 @@ public class PauseMenu : MonoBehaviour
|
||||
public void Resume()
|
||||
{
|
||||
Time.timeScale = 1;
|
||||
levelLoader.audioSource.Play();
|
||||
levelLoader.musicSource.Play();
|
||||
|
||||
pauseMenu.SetActive(false);
|
||||
pauseButton.SetActive(true);
|
||||
|
@ -1,3 +1,4 @@
|
||||
using System.IO;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
@ -6,9 +7,14 @@ public class Player : MonoBehaviour
|
||||
public Rigidbody2D RigidBody { get; private set; }
|
||||
public Transform Transform { get; private set; }
|
||||
public ParticleSystem Particle { get; private set; }
|
||||
public LevelsLoader LevelsLoader { get; private set; }
|
||||
public LevelsLoader LevelsLoader { get; set; }
|
||||
public SpriteRenderer SpriteRenderer { get; private set; }
|
||||
public bool IsColliding { get; set; } = true;
|
||||
public bool HasStarted { get; set; } = false;
|
||||
public bool CanJump { get; set; } = true;
|
||||
public PauseMenu pauseMenu;
|
||||
public AudioSource sfxSource;
|
||||
public bool editMode { get; set; } = false;
|
||||
|
||||
public IGameMode CurrentGameMode { get; set; }
|
||||
public float SpeedMultiplier = 1f;
|
||||
@ -19,7 +25,16 @@ public class Player : MonoBehaviour
|
||||
Transform = transform;
|
||||
Particle = GetComponentInChildren<ParticleSystem>();
|
||||
SpriteRenderer = GetComponentInChildren<SpriteRenderer>();
|
||||
LevelsLoader = GameObject.FindGameObjectWithTag("LevelsLoader").GetComponent<LevelsLoader>();
|
||||
|
||||
GameObject loaderObj = GameObject.FindGameObjectWithTag("LevelsLoader");
|
||||
if (loaderObj != null)
|
||||
{
|
||||
LevelsLoader = loaderObj.GetComponent<LevelsLoader>();
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("LevelsLoader introuvable : Progression désactivée pour ce niveau.");
|
||||
}
|
||||
}
|
||||
|
||||
public void Start()
|
||||
@ -31,23 +46,86 @@ public class Player : MonoBehaviour
|
||||
CurrentGameMode = new NormalGameMode();
|
||||
}
|
||||
|
||||
public void Update()
|
||||
public bool IsAI
|
||||
{
|
||||
CurrentGameMode.Update(this);
|
||||
LevelsLoader.CalculateCurrentProgressionPercent(transform.position);
|
||||
get
|
||||
{
|
||||
if (PlayerPrefs.HasKey("AI"))
|
||||
{
|
||||
return PlayerPrefs.GetInt("AI") == 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
set
|
||||
{
|
||||
PlayerPrefs.SetInt("AI", value ? 1 : 0);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnCollisionEnter2D(Collision2D collision)
|
||||
public void Update()
|
||||
{
|
||||
CurrentGameMode.OnCollisionEnter(this, collision);
|
||||
CurrentGameMode?.Update(this);
|
||||
|
||||
if (LevelsLoader != null)
|
||||
{
|
||||
LevelsLoader.CalculateCurrentProgressionPercent(transform.position);
|
||||
}
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.Escape))
|
||||
{
|
||||
if (pauseMenu.pauseMenu.activeSelf)
|
||||
{
|
||||
pauseMenu.Resume();
|
||||
}
|
||||
else
|
||||
{
|
||||
pauseMenu.Pause();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void OnCollisionEnter2D(Collision2D collision)
|
||||
{
|
||||
CurrentGameMode?.OnCollisionEnter(this, collision);
|
||||
|
||||
if (editMode && (collision.gameObject.CompareTag("Kill") || collision.gameObject.CompareTag("Win")))
|
||||
{
|
||||
GameObject spawn = new GameObject("AutoSpawnPoint");
|
||||
spawn.transform.position = new Vector3(-16, -3, 0f);
|
||||
transform.position = spawn.transform.position;
|
||||
RigidBody.linearVelocity = Vector2.zero;
|
||||
SpeedMultiplier = 1f;
|
||||
CurrentGameMode = new NormalGameMode();
|
||||
SpriteRenderer.sprite = Resources.Load<Sprite>("Shapes/BaseSquare");
|
||||
return;
|
||||
}
|
||||
|
||||
if (collision.gameObject.CompareTag("Kill"))
|
||||
{
|
||||
|
||||
sfxSource.clip = Resources.Load<AudioClip>(Path.Combine("Sounds", "death"));
|
||||
sfxSource.Play();
|
||||
StartCoroutine(LevelHomeButton.PlaySoundAndLoadScene(sfxSource, SceneManager.GetActiveScene().name));
|
||||
|
||||
}
|
||||
|
||||
if (collision.gameObject.CompareTag("Win"))
|
||||
{
|
||||
sfxSource.clip = Resources.Load<AudioClip>(Path.Combine("Sounds", "win"));
|
||||
sfxSource.Play();
|
||||
StartCoroutine(LevelHomeButton.PlaySoundAndLoadScene(sfxSource, "SelectLevelScene"));
|
||||
}
|
||||
}
|
||||
|
||||
public void OnCollisionExit2D(Collision2D collision)
|
||||
{
|
||||
CurrentGameMode.OnCollisionExit(this, collision);
|
||||
CurrentGameMode?.OnCollisionExit(this, collision);
|
||||
}
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D collision)
|
||||
public virtual void OnTriggerEnter2D(Collider2D collision)
|
||||
{
|
||||
if (collision.CompareTag("ShipPortal"))
|
||||
{
|
||||
@ -69,6 +147,10 @@ public class Player : MonoBehaviour
|
||||
SpeedMultiplier /= 1.5f;
|
||||
Destroy(collision.gameObject);
|
||||
}
|
||||
else if (collision.CompareTag("AICollider") && IsAI)
|
||||
{
|
||||
CurrentGameMode.Jump(this);
|
||||
}
|
||||
}
|
||||
|
||||
public void ChangeGameMode(IGameMode newMode)
|
||||
|
@ -8,6 +8,9 @@ public class PlayerCamera : MonoBehaviour
|
||||
public float smoothSpeed = 5.0f;
|
||||
private float initialY;
|
||||
|
||||
[Header("References")]
|
||||
public bool isPlaying;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
initialY = transform.position.y;
|
||||
@ -15,22 +18,29 @@ public class PlayerCamera : MonoBehaviour
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!isPlaying) return;
|
||||
|
||||
Player player = playerObject.GetComponent<Player>();
|
||||
|
||||
float minYFollow = normalMinYFollow;
|
||||
if (player.CurrentGameMode is ShipGameMode)
|
||||
{
|
||||
minYFollow = shipMinYFollow;
|
||||
}
|
||||
// Choix du minY selon le mode de jeu
|
||||
float minYFollow = (player.CurrentGameMode is ShipGameMode)
|
||||
? shipMinYFollow
|
||||
: normalMinYFollow;
|
||||
|
||||
// Calcul de la cible Y
|
||||
float targetY = initialY;
|
||||
if (playerObject.transform.position.y > minYFollow)
|
||||
{
|
||||
targetY = playerObject.transform.position.y;
|
||||
}
|
||||
|
||||
// Interpolation douce
|
||||
float newY = Mathf.Lerp(transform.position.y, targetY, smoothSpeed * Time.deltaTime);
|
||||
|
||||
transform.position = new Vector3(playerObject.transform.position.x, newY, transform.position.z);
|
||||
// Clamp pour éviter de descendre sous Y = 0
|
||||
newY = Mathf.Max(newY, 0f);
|
||||
|
||||
// On suit aussi l'axe X du joueur
|
||||
float newX = playerObject.transform.position.x;
|
||||
|
||||
transform.position = new Vector3(newX, newY, transform.position.z);
|
||||
}
|
||||
}
|
||||
|
134
Assets/Scripts/TestManager.cs
Normal file
@ -0,0 +1,134 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class TestManager : MonoBehaviour
|
||||
{
|
||||
[Header("References")]
|
||||
public IGameMode gameMode;
|
||||
public Player currentPlayer;
|
||||
public Transform spawnPoint;
|
||||
public GameObject editorUI;
|
||||
public PlayerCamera playerCamera;
|
||||
public AudioSource sfxSource;
|
||||
|
||||
private bool isTesting = false;
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (spawnPoint == null)
|
||||
{
|
||||
GameObject spawn = new GameObject("AutoSpawnPoint");
|
||||
spawn.transform.position = new Vector3(-16, -3, 0f);
|
||||
spawnPoint = spawn.transform;
|
||||
}
|
||||
|
||||
if (currentPlayer == null)
|
||||
{
|
||||
Debug.LogError("[TestManager] Aucun Player assigné !");
|
||||
}
|
||||
else
|
||||
{
|
||||
gameMode = new NormalGameMode();
|
||||
currentPlayer.editMode = true;
|
||||
currentPlayer.ChangeGameMode(gameMode);
|
||||
currentPlayer.SpeedMultiplier = 0f;
|
||||
|
||||
if (currentPlayer.SpriteRenderer != null)
|
||||
currentPlayer.SpriteRenderer.enabled = false;
|
||||
|
||||
if (currentPlayer.Particle != null)
|
||||
currentPlayer.Particle.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear); // 🛑 Stop propre
|
||||
}
|
||||
|
||||
if (playerCamera != null)
|
||||
{
|
||||
playerCamera.isPlaying = false;
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (isTesting && currentPlayer == null)
|
||||
{
|
||||
StopTest();
|
||||
}
|
||||
}
|
||||
|
||||
public void StartOrStop()
|
||||
{
|
||||
if (isTesting)
|
||||
StopTest();
|
||||
else
|
||||
StartTest();
|
||||
}
|
||||
|
||||
public void StartTest()
|
||||
{
|
||||
if (currentPlayer == null)
|
||||
{
|
||||
Debug.LogError("[TestManager] Player manquant pour lancer le test !");
|
||||
return;
|
||||
}
|
||||
|
||||
if (editorUI != null)
|
||||
{
|
||||
Debug.LogError("editor UI null");
|
||||
editorUI.SetActive(false);
|
||||
}
|
||||
|
||||
currentPlayer.transform.position = spawnPoint.position;
|
||||
currentPlayer.transform.rotation = Quaternion.Euler(0f, 0f, 0f);
|
||||
currentPlayer.RigidBody.freezeRotation = true;
|
||||
currentPlayer.RigidBody.linearVelocity = Vector2.zero;
|
||||
currentPlayer.SpeedMultiplier = 1f;
|
||||
// currentPlayer.SpriteRenderer.sprite = Resources.Load<Sprite>("Shapes/BaseSquare");
|
||||
|
||||
currentPlayer.ChangeGameMode(gameMode);
|
||||
isTesting = true;
|
||||
|
||||
if (playerCamera != null)
|
||||
{
|
||||
playerCamera.playerObject = currentPlayer.gameObject;
|
||||
playerCamera.isPlaying = true;
|
||||
}
|
||||
|
||||
if (currentPlayer.SpriteRenderer != null)
|
||||
currentPlayer.SpriteRenderer.enabled = true;
|
||||
|
||||
if (currentPlayer.Particle != null)
|
||||
currentPlayer.Particle.Play(); // Démarrer la particule
|
||||
|
||||
Debug.Log("[TestManager] Test du niveau démarré !");
|
||||
}
|
||||
|
||||
public void StopTest()
|
||||
{
|
||||
if (currentPlayer != null)
|
||||
{
|
||||
currentPlayer.transform.position = spawnPoint.position;
|
||||
currentPlayer.RigidBody.linearVelocity = Vector2.zero;
|
||||
currentPlayer.RigidBody.angularVelocity = 0f;
|
||||
currentPlayer.transform.rotation = Quaternion.identity;
|
||||
currentPlayer.SpriteRenderer.sprite = Resources.Load<Sprite>("Shapes/BaseSquare");
|
||||
currentPlayer.SpeedMultiplier = 0f;
|
||||
|
||||
if (currentPlayer.Particle != null)
|
||||
currentPlayer.Particle.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear); // Arrêter proprement
|
||||
|
||||
if (currentPlayer.SpriteRenderer != null)
|
||||
currentPlayer.SpriteRenderer.enabled = false;
|
||||
}
|
||||
|
||||
if (editorUI != null)
|
||||
editorUI.SetActive(true);
|
||||
|
||||
if (playerCamera != null)
|
||||
{
|
||||
playerCamera.isPlaying = false;
|
||||
playerCamera.transform.position = new Vector3(0f, 0f, -10f);
|
||||
}
|
||||
|
||||
isTesting = false;
|
||||
|
||||
Debug.Log("[TestManager] Test du niveau arrêté, joueur reset et caméra recentrée !");
|
||||
}
|
||||
}
|
2
Assets/Scripts/TestManager.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2c6d38f8c53ec314c9827a842e6f17d8
|
BIN
Documentation/Screenshots/gameplay.png
Normal file
After Width: | Height: | Size: 387 KiB |
BIN
Documentation/Screenshots/home-page.png
Normal file
After Width: | Height: | Size: 619 KiB |
BIN
Documentation/Screenshots/levels-selection.png
Normal file
After Width: | Height: | Size: 589 KiB |
@ -8,11 +8,11 @@ repeat
|
||||
if (Le joueur percute un obstacle ?) then (Oui)
|
||||
:Le joueur meurt;
|
||||
:Augmenter le nombre d'essais de 1;
|
||||
:Perdre toutes les pièces et bonus;
|
||||
:Perdre toutes les bonus;
|
||||
else (Non)
|
||||
partition "Actions du joueur" {
|
||||
group Saut
|
||||
if (L'utilisateur clique sur l'écran ?) then (Oui)
|
||||
if (L'utilisateur appuie sur espace ?) then (Oui)
|
||||
:Le joueur effectue un saut;
|
||||
endif
|
||||
end group
|
||||
@ -27,15 +27,15 @@ repeat
|
||||
end group
|
||||
endif
|
||||
|
||||
if (Le joueur clique sur un bonus dans son inventaire ?) then (Oui)
|
||||
if (Le joueur percute un bonus ?) then (Oui)
|
||||
group Activation de Bonus
|
||||
:Le joueur clique sur un bonus dans l'inventaire;
|
||||
switch (Type de bonus)
|
||||
case (Temps ralenti)
|
||||
:Activer ralentissement du temps;
|
||||
:Temps ralenti : 3 secondes;
|
||||
case (Annulation d'obstacle)
|
||||
:Supprimer tous les obstacles;
|
||||
:Durée : 3 secondes;
|
||||
case (Temps accéléré)
|
||||
:Activer accélération du temps;
|
||||
:Durée : 3 secondes;
|
||||
endswitch
|
||||
end group
|
||||
@ -54,9 +54,6 @@ repeat
|
||||
:Quitter le niveau;
|
||||
:Retour au menu principal;
|
||||
stop
|
||||
case (Mode Checkpoint)
|
||||
:Activer/Désactiver le mode Checkpoint;
|
||||
:Reprendre la partie;
|
||||
case (Volume)
|
||||
:Modifier le volume sonore;
|
||||
:Revenir au menu de pause;
|
||||
@ -72,7 +69,6 @@ repeat
|
||||
if (Le joueur touche la zone de fin ?) then (Oui)
|
||||
:Terminer le niveau;
|
||||
:Animation de fin de niveau;
|
||||
:Conserver les pièces obtenues;
|
||||
break
|
||||
endif
|
||||
}
|
||||
|
@ -11,7 +11,7 @@ repeat
|
||||
:Perdre toutes les pièces et bonus;
|
||||
else (Non)
|
||||
partition "Actions du joueur" {
|
||||
if (L'utilisateur clique sur l'écran ?) then (Oui)
|
||||
if (L'utilisateur appuie sur espace ?) then (Oui)
|
||||
:Le joueur effectue un saut;
|
||||
note right
|
||||
**Saut**
|
||||
@ -29,12 +29,12 @@ repeat
|
||||
end note
|
||||
endif
|
||||
|
||||
if (Le joueur clique sur un bonus dans son inventaire ?) then (Oui)
|
||||
if (Le joueur percute un bonus ?) then (Oui)
|
||||
:Activer un bonus;
|
||||
note right
|
||||
**Activation de Bonus**
|
||||
- Déclenche l'effet du bonus sélectionné.
|
||||
- Exemple : Invincibilité, Double saut.
|
||||
- Exemple : Ralentissement du temps.
|
||||
end note
|
||||
endif
|
||||
}
|
||||
@ -44,7 +44,7 @@ repeat
|
||||
:Arriver sur le menu de pause;
|
||||
note right
|
||||
**Menu de pause**
|
||||
- Affiche les options : Reprendre, Quitter, Mode Checkpoint, Volume.
|
||||
- Affiche les options : Reprendre, Quitter, Volume.
|
||||
end note
|
||||
endif
|
||||
}
|
||||
@ -53,12 +53,6 @@ repeat
|
||||
if (Le joueur touche la zone de fin ?) then (Oui)
|
||||
:Terminer le niveau;
|
||||
:Afficher une animation de fin de niveau;
|
||||
:Conserver les pièces obtenues;
|
||||
note right
|
||||
**Fin du Niveau**
|
||||
- Succès enregistré.
|
||||
- Les pièces collectées sont sauvegardées.
|
||||
end note
|
||||
endif
|
||||
}
|
||||
endif
|
||||
|
@ -5,9 +5,9 @@ start
|
||||
switch (Type de bonus)
|
||||
case (Temps ralenti)
|
||||
:Activer ralentissement du temps;
|
||||
:Temps ralenti : 3 secondes;
|
||||
case (Annulation d'obstacle)
|
||||
:Supprimer tous les obstacles;
|
||||
:Durée : 3 secondes;
|
||||
case (Temps accéléré)
|
||||
:Activer accélération du temps;
|
||||
:Durée : 3 secondes;
|
||||
endswitch
|
||||
stop
|
||||
|
@ -1,7 +1,7 @@
|
||||
@startuml sub-bonus
|
||||
|
||||
start
|
||||
if (Le joueur touche un bonus ?) then (Oui)
|
||||
if (Le joueur percute un bonus ?) then (Oui)
|
||||
:Ajouter le bonus à l'inventaire;
|
||||
else (Non)
|
||||
endif
|
||||
|
@ -1,10 +0,0 @@
|
||||
@startuml sub-bumper
|
||||
|
||||
start
|
||||
if (Le joueur touche un bumper ?) then (Oui)
|
||||
:Effectuer un grand saut;
|
||||
else (Non)
|
||||
endif
|
||||
stop
|
||||
|
||||
@enduml
|
@ -7,10 +7,6 @@ switch (Forme)
|
||||
:Mode fusée;
|
||||
case (Forme roue)
|
||||
:Mode roue;
|
||||
case (Forme sens inversé)
|
||||
:Mode sens inversé;
|
||||
case (Forme gravité inversée)
|
||||
:Mode gravité inversée;
|
||||
endswitch
|
||||
stop
|
||||
|
||||
|
@ -11,13 +11,10 @@ else (Quitter)
|
||||
:Quitter le niveau;
|
||||
:Retour au menu principal;
|
||||
stop
|
||||
else (Mode Checkpoint)
|
||||
:Activer/Désactiver le mode Checkpoint;
|
||||
:Revenir au menu de pause;
|
||||
else (Volume)
|
||||
:Modifier le volume sonore;
|
||||
:Revenir au menu de pause;
|
||||
else (Menu de sleection de niveau)
|
||||
else (Menu de sélection de niveau)
|
||||
:Revenir au menu de selection de niveau;
|
||||
endif
|
||||
|
||||
|
@ -1,10 +0,0 @@
|
||||
@startuml sub-pieces
|
||||
|
||||
start
|
||||
if (Le joueur touche une pièce ?) then (Oui)
|
||||
:Ajouter la pièce au niveau;
|
||||
else (Non)
|
||||
endif
|
||||
stop
|
||||
|
||||
@enduml
|
303
Documentation/UML/class-diagram-light.puml
Normal file
@ -0,0 +1,303 @@
|
||||
@startuml Geometry Dash - Diagramme de classe léger
|
||||
|
||||
skinparam style strictuml
|
||||
skinparam classAttributeIconSize 0
|
||||
skinparam classFontStyle Bold
|
||||
hide enum methods
|
||||
|
||||
class PlayerCamera {
|
||||
{field} + playerObject: GameObject
|
||||
{field} + normalMinYFollow: float
|
||||
{field} + shipMinYFollow: float
|
||||
{field} + smoothSpeed: float
|
||||
{field} - initialY: float
|
||||
{field} + isPlaying: bool
|
||||
|
||||
{method} - Start()
|
||||
{method} - Update()
|
||||
}
|
||||
|
||||
class Player {
|
||||
{field} + RigidBody: Rigidbody2D {get} {private set}
|
||||
{field} + Transform: Transform {get} {private set}
|
||||
{field} + Particle: ParticleSystem {get} {private set}
|
||||
{field} + LevelsLoader: LevelsLoader {get} {set}
|
||||
{field} + SpriteRenderer: SpriteRenderer {get} {private set}
|
||||
{field} + IsColliding: bool {get} {set}
|
||||
{field} + HasStarted: bool {get} {set}
|
||||
{field} + CanJump: bool {get} {set}
|
||||
{field} + CurrentGameMode: IGameMode {get} {set}
|
||||
{field} + SpeedMultiplier: float
|
||||
|
||||
{method} + Awake()
|
||||
{method} + Start()
|
||||
{method} + Update()
|
||||
{method} + OnCollisionEnter2D(collision: Collision2D)
|
||||
{method} + OnCollisionExit2D(collision: Collision2D)
|
||||
{method} + OnTriggerEnter2D(collision: Collider2D)
|
||||
{method} + ChangeGameMode(newMode: IGameMode)
|
||||
}
|
||||
Player o--> LevelsLoader : <<References>>
|
||||
Player o--> IGameMode : <<Has>>
|
||||
|
||||
class PauseMenu {
|
||||
{field} + pauseMenu: GameObject
|
||||
{field} + pauseButton: GameObject
|
||||
{field} + levelLoader: LevelLoader
|
||||
{field} + volumeSlider: Slider
|
||||
|
||||
{method} + Start()
|
||||
{method} + ChangeVolume()
|
||||
{method} + Pause()
|
||||
{method} + Home()
|
||||
{method} + Resume()
|
||||
}
|
||||
PauseMenu --> LevelLoader : <<References>>
|
||||
PauseMenu --> GameObject : <<References>>
|
||||
PauseMenu --> Slider : <<References>>
|
||||
|
||||
class MainMenu {
|
||||
{method} + LaunchGame()
|
||||
{method} + OpenImport()
|
||||
{method} + QuitGame()
|
||||
{method} + LevelEditor()
|
||||
{method} + EditorChoice()
|
||||
{method} + CreateLevel()
|
||||
}
|
||||
|
||||
class LevelStat {
|
||||
{field} + JsonName: string {get} {set}
|
||||
{field} + totalJumps: Integer
|
||||
{field} + totalAttempts: Integer
|
||||
{field} + progressionPercent: Integer
|
||||
|
||||
{method} + {static} CreateFromJSON(jsonString: string): LevelStat
|
||||
}
|
||||
|
||||
class LevelsLoader {
|
||||
{field} + levels: List<Level>
|
||||
{field} + levelCurrent: Level
|
||||
|
||||
{method} - Start()
|
||||
{method} - LoadAllLevels()
|
||||
{method} - SaveLevelCurrent()
|
||||
{method} + NextLevel()
|
||||
{method} + PreviousLevel()
|
||||
{method} + IncreaseTotalJumps()
|
||||
{method} + IncreaseTotalAttempts()
|
||||
{method} + CalculateCurrentProgressionPercent(playerPosition: Vector3): Integer
|
||||
{method} + RefreshLevels()
|
||||
}
|
||||
LevelsLoader *--> Level : <<Owns>>
|
||||
|
||||
class LevelLoader {
|
||||
{field} + levelsLoader: LevelsLoader
|
||||
{field} + audioSource: AudioSource
|
||||
{field} + progressionText: Text
|
||||
{field} - groundY: float
|
||||
|
||||
{method} - GetPrefab(type: string): GameObject
|
||||
{method} - LoadAudio()
|
||||
{method} - LoadElements()
|
||||
{method} + Start()
|
||||
{method} + Update()
|
||||
}
|
||||
LevelLoader o--> LevelsLoader : <<References>>
|
||||
LevelLoader *--> AudioSource : <<Owns>>
|
||||
LevelLoader --> Text : <<References>>
|
||||
|
||||
|
||||
class LevelEditor {
|
||||
{field} - currentBlock: GameObject
|
||||
{field} - isPlacingBlock: bool
|
||||
{field} - currentScale: Vector3
|
||||
{field} - scaleStep: float
|
||||
{field} + blockGroupContainer: Transform
|
||||
{field} + buttonPrefabTemplate: GameObject
|
||||
{field} - currentPage: Integer
|
||||
{field} - buttonsPerPage: Integer {constant}
|
||||
{field} - blockPrefabs: List<GameObject>
|
||||
{field} - currentButtons: List<GameObject>
|
||||
{field} - resizingTarget: GameObject
|
||||
{field} - isResizing: bool
|
||||
{field} - originalMousePos: Vector3
|
||||
{field} - originalScale: Vector3
|
||||
{field} - currentResizeAxis: ResizeAxis
|
||||
|
||||
{method} - Start()
|
||||
{method} - LoadPrefabs()
|
||||
{method} - GenerateButtons()
|
||||
{method} - ClearCurrentButtons()
|
||||
{method} + NextPage()
|
||||
{method} + PreviousPage()
|
||||
{method} - SelectPrefab(prefab: GameObject)
|
||||
{method} - Update()
|
||||
{method} - PlaceBlock()
|
||||
{method} - TrySnapToNearbyBlock()
|
||||
{method} - InstantiateAndPrepare(prefab: GameObject, scaleOverride: Vector3?)
|
||||
{method} - HandleBlockRotation()
|
||||
}
|
||||
LevelEditor o--> blockGroupContainer : <<References>>
|
||||
LevelEditor --> buttonPrefabTemplate : <<References>>
|
||||
LevelEditor *--> blockPrefabs : <<Owns>>
|
||||
LevelEditor *--> currentButtons : <<Owns>>
|
||||
LevelEditor o--> currentBlock : <<References>>
|
||||
LevelEditor o--> resizingTarget : <<References>>
|
||||
LevelEditor *--> ResizeAxis : <<Has>>
|
||||
|
||||
enum ResizeAxis <<enumeration>> {
|
||||
None
|
||||
Horizontal
|
||||
Vertical
|
||||
}
|
||||
|
||||
|
||||
class LevelElement {
|
||||
{field} + type: string
|
||||
{field} + x: float
|
||||
{field} + y: float
|
||||
{field} + scaleX: float
|
||||
{field} + scaleY: float
|
||||
}
|
||||
|
||||
class Level {
|
||||
{field} + {static} {readOnly} LAST_X: Integer = 15
|
||||
{field} + JsonName: string {get} {set}
|
||||
{field} + TotalJumps: Integer {get} {set}
|
||||
{field} + TotalAttempts: Integer {get} {set}
|
||||
{field} + ProgressionPercent: Integer {get} {set}
|
||||
{field} + ProgressionPercentMax: Integer {get} {set}
|
||||
{field} + name: string
|
||||
{field} + musicName: string
|
||||
{field} + order: Integer
|
||||
{field} + elements: List<LevelElement>
|
||||
{field} + LastX: float {get}
|
||||
|
||||
{method} + {static} CreateFromJSON(jsonString: string): Level
|
||||
}
|
||||
Level *--> LevelElement : <<Composed of>>
|
||||
|
||||
class JSONImporter {
|
||||
{field} + statusText: TMP_Text
|
||||
|
||||
{method} - Awake()
|
||||
{method} - Start()
|
||||
{method} + ImportJSON()
|
||||
{method} - ShowFileBrowser(): IEnumerator
|
||||
{method} - UpdateStatus(message: string, color: Color)
|
||||
}
|
||||
JSONImporter --> TMP_Text : <<References>>
|
||||
|
||||
class JSONExporter {
|
||||
{field} + statusText: TMP_Text
|
||||
{field} - editor: LevelEditor
|
||||
{field} - levelsFolder: string
|
||||
|
||||
{method} - Awake()
|
||||
{method} - Start()
|
||||
{method} + ExportJSON()
|
||||
{method} - ShowSaveDialog(): IEnumerator
|
||||
{method} - SetStatus(message: string, color: Color)
|
||||
}
|
||||
JSONExporter o--> LevelEditor : <<References>>
|
||||
JSONExporter --> TMP_Text : <<References>>
|
||||
|
||||
class SerializableElement <<private>> {
|
||||
{field} + type: string
|
||||
{field} + x: float
|
||||
{field} + y: float
|
||||
{field} + scaleX: float
|
||||
{field} + scaleY: float
|
||||
}
|
||||
JSONExporter ..> SerializableElement : <<Uses>>
|
||||
|
||||
class LevelData <<private>> {
|
||||
{field} + name: string
|
||||
{field} + musicName: string
|
||||
{field} + order: Integer
|
||||
{field} + elements: SerializableElement[*]
|
||||
}
|
||||
LevelData *--> SerializableElement : <<Composed of>>
|
||||
JSONExporter ..> LevelData : <<Uses>>
|
||||
|
||||
|
||||
interface IGameMode <<interface>> {
|
||||
{method} + Update(player: Player) {abstract}
|
||||
{method} + OnCollisionEnter(player: Player, collision: Collision2D) {abstract}
|
||||
{method} + OnCollisionExit(player: Player, collision: Collision2D) {abstract}
|
||||
}
|
||||
|
||||
class ShipGameMode implements IGameMode {
|
||||
{field} - HorizontalSpeed: float {constant}
|
||||
{field} - JumpForce: float {constant}
|
||||
{field} - JumpKey: KeyCode {constant}
|
||||
{field} - UpperAngle: float {constant}
|
||||
{field} - LowerAngle: float {constant}
|
||||
{field} - RotationTransitionDuration: float {constant}
|
||||
|
||||
{method} + Update(player: Player)
|
||||
{method} - GetCurrentZAngle(player: Player): float
|
||||
{method} - Jump(player: Player)
|
||||
{method} + OnCollisionEnter(player: Player, collision: Collision2D)
|
||||
{method} + OnCollisionExit(player: Player, collision: Collision2D)
|
||||
}
|
||||
ShipGameMode ..|> IGameMode
|
||||
ShipGameMode ..> Player : <<Uses>>
|
||||
|
||||
|
||||
class NormalGameMode implements IGameMode {
|
||||
{field} - HorizontalSpeed: float {constant}
|
||||
{field} - JumpForce: float {constant}
|
||||
{field} - JumpKey: KeyCode {constant}
|
||||
{field} - isRotating: bool
|
||||
{field} - targetRotationAngle: float
|
||||
{field} - rotationSpeed: float {readOnly}
|
||||
|
||||
{method} + Update(player: Player)
|
||||
{method} - Jump(player: Player)
|
||||
{method} - PerformRotation(player: Player)
|
||||
{method} - IsJumping(player: Player): bool
|
||||
{method} - AlignRotation(player: Player)
|
||||
{method} - UpdateParticlePositionAndRotation(player: Player)
|
||||
{method} + OnCollisionEnter(player: Player, collision: Collision2D)
|
||||
{method} + OnCollisionExit(player: Player, collision: Collision2D)
|
||||
}
|
||||
NormalGameMode ..|> IGameMode
|
||||
NormalGameMode ..> Player : <<Uses>>
|
||||
|
||||
|
||||
' Tags
|
||||
class ShipPortal { }
|
||||
class CubePortal { }
|
||||
class BonusBoostSpeed { }
|
||||
class BonusSlowSpeed { }
|
||||
class Kill { }
|
||||
class Win { }
|
||||
class Ground { }
|
||||
class WinnerWall { }
|
||||
class Block { }
|
||||
class SmallObstacle { }
|
||||
class Spike { }
|
||||
class Portal { }
|
||||
class Bonus { }
|
||||
|
||||
Player ..> ShipPortal : <<Uses Tag>>
|
||||
Player ..> CubePortal : <<Uses Tag>>
|
||||
Player ..> BonusBoostSpeed : <<Uses Tag>>
|
||||
Player ..> BonusSlowSpeed : <<Uses Tag>>
|
||||
ShipGameMode ..> Kill : <<Uses Tag>>
|
||||
ShipGameMode ..> Win : <<Uses Tag>>
|
||||
ShipGameMode ..> Ground : <<Uses Tag>>
|
||||
NormalGameMode ..> Kill : <<Uses Tag>>
|
||||
NormalGameMode ..> Win : <<Uses Tag>>
|
||||
LevelLoader ..> WinnerWall : <<Uses Prefab>>
|
||||
LevelLoader ..> Ground : <<Uses Prefab>>
|
||||
LevelEditor ..> Ground : <<Uses Tag>>
|
||||
LevelEditor ..> Block : <<Uses Tag>>
|
||||
LevelEditor ..> SmallObstacle : <<Uses Tag>>
|
||||
LevelEditor ..> Spike : <<Uses Tag>>
|
||||
LevelEditor ..> Portal : <<Uses Tag>>
|
||||
LevelEditor ..> Bonus : <<Uses Tag>>
|
||||
LevelsLoader ..> WinnerWall : <<Uses Prefab>>
|
||||
|
||||
@enduml
|
@ -5,107 +5,581 @@ skinparam classAttributeIconSize 0
|
||||
skinparam classFontStyle Bold
|
||||
hide enum methods
|
||||
|
||||
class GameManager {
|
||||
- score: int
|
||||
- isPaused: Boolean
|
||||
+ StartGame()
|
||||
+ RestartLevel()
|
||||
+ PauseGame()
|
||||
+ ResumeGame()
|
||||
+ UpdateScore(points: int)
|
||||
package UnityEngine {
|
||||
class GameObject {
|
||||
}
|
||||
class MonoBehaviour {
|
||||
}
|
||||
class Rigidbody2D {
|
||||
}
|
||||
class Transform {
|
||||
}
|
||||
class ParticleSystem {
|
||||
}
|
||||
class SpriteRenderer {
|
||||
}
|
||||
class Collider2D {
|
||||
}
|
||||
class Collision2D {
|
||||
}
|
||||
class Vector3 {
|
||||
}
|
||||
class Vector2 {
|
||||
}
|
||||
class Quaternion {
|
||||
}
|
||||
class Mathf {
|
||||
{method} + Lerp(...) {static}
|
||||
{method} + Round(...) {static}
|
||||
{method} + Clamp(...) {static}
|
||||
{method} + Sin(...) {static}
|
||||
{method} + Abs(...) {static}
|
||||
{method} + DeltaAngle(...) {static}
|
||||
{method} + MoveTowardsAngle(...) {static}
|
||||
{method} + RoundToInt(...) {static}
|
||||
}
|
||||
class Time {
|
||||
{method} + deltaTime: float {static} {readOnly}
|
||||
{method} + timeScale: float {static}
|
||||
}
|
||||
class Input {
|
||||
{method} + GetKey(...) {static}
|
||||
{method} + GetKeyDown(...) {static}
|
||||
{method} + GetMouseButtonDown(...) {static}
|
||||
{method} + GetMouseButtonUp(...) {static}
|
||||
{method} + GetAxis(...) {static}
|
||||
}
|
||||
class Camera {
|
||||
{method} + main: Camera {static} {readOnly}
|
||||
{method} + ScreenToWorldPoint(...)
|
||||
}
|
||||
class Physics2D {
|
||||
{method} + OverlapBoxAll(...) {static}
|
||||
{method} + RaycastAll(...) {static}
|
||||
{method} + OverlapPoint(...) {static}
|
||||
{method} + OverlapAreaAll(...) {static}
|
||||
}
|
||||
class Resources {
|
||||
{method} + Load<T>(...) {static}
|
||||
{method} + LoadAll<T>(...) {static}
|
||||
}
|
||||
class PlayerPrefs {
|
||||
{method} + GetFloat(...) {static}
|
||||
{method} + SetFloat(...) {static}
|
||||
{method} + HasKey(...) {static}
|
||||
}
|
||||
class AudioSource {
|
||||
{method} + volume: float
|
||||
{method} + clip: AudioClip
|
||||
{method} + Play()
|
||||
{method} + Pause()
|
||||
}
|
||||
class AudioClip {
|
||||
}
|
||||
class Slider {
|
||||
}
|
||||
class Button {
|
||||
}
|
||||
class Image {
|
||||
}
|
||||
class RectTransform {
|
||||
}
|
||||
class Bounds {
|
||||
}
|
||||
class Debug {
|
||||
{method} + Log(...) {static}
|
||||
{method} + LogWarning(...) {static}
|
||||
{method} + LogError(...) {static}
|
||||
}
|
||||
class Application {
|
||||
{method} + persistentDataPath: string {static} {readOnly}
|
||||
{method} + dataPath: string {static} {readOnly}
|
||||
{method} + Quit() {static}
|
||||
}
|
||||
class Canvas {
|
||||
{method} + ForceUpdateCanvases() {static}
|
||||
}
|
||||
class UnityEngine.Object {
|
||||
{method} + FindAnyObjectByType<T>(...) {static}
|
||||
}
|
||||
class Renderer {
|
||||
}
|
||||
}
|
||||
|
||||
package UnityEngine.SceneManagement {
|
||||
class SceneManager {
|
||||
{method} + LoadScene(...) {static}
|
||||
{method} + LoadSceneAsync(...) {static}
|
||||
{method} + GetActiveScene(...) {static}
|
||||
}
|
||||
}
|
||||
|
||||
package UnityEngine.UI {
|
||||
class Text {
|
||||
}
|
||||
}
|
||||
|
||||
package TMPro {
|
||||
class TMP_Text {
|
||||
}
|
||||
}
|
||||
|
||||
package System {
|
||||
package IO {
|
||||
class Path {
|
||||
{method} + Combine(...) {static}
|
||||
{method} + GetFileNameWithoutExtension(...) {static}
|
||||
}
|
||||
class File {
|
||||
{method} + Exists(...) {static}
|
||||
{method} + ReadAllText(...) {static}
|
||||
{method} + WriteAllText(...) {static}
|
||||
{method} + Copy(...) {static}
|
||||
{method} + GetExtension(...) {static}
|
||||
{method} + GetFileName(...) {static}
|
||||
{method} + GetFileNameWithoutExtension(...) {static}
|
||||
}
|
||||
class Directory {
|
||||
{method} + Exists(...) {static}
|
||||
{method} + CreateDirectory(...) {static}
|
||||
}
|
||||
}
|
||||
package Collections {
|
||||
class IEnumerator {
|
||||
}
|
||||
package Generic {
|
||||
class List<T> {
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
package SimpleFileBrowser {
|
||||
class FileBrowser {
|
||||
{method} + WaitForLoadDialog(...) {static}
|
||||
{method} + WaitForSaveDialog(...) {static}
|
||||
{method} + Success: bool {static} {readOnly}
|
||||
{method} + Result: string[*] {static} {readOnly}
|
||||
{method} + PickMode: enumeration {static} {readOnly}
|
||||
}
|
||||
}
|
||||
|
||||
class PlayerCamera {
|
||||
{field} + playerObject: UnityEngine.GameObject
|
||||
{field} + normalMinYFollow: float
|
||||
{field} + shipMinYFollow: float
|
||||
{field} + smoothSpeed: float
|
||||
{field} - initialY: float
|
||||
{field} + isPlaying: bool
|
||||
|
||||
{method} - Start()
|
||||
{method} - Update()
|
||||
}
|
||||
PlayerCamera --|> UnityEngine.MonoBehaviour
|
||||
PlayerCamera --> UnityEngine.GameObject : <<References>>
|
||||
PlayerCamera ..> UnityEngine.Mathf : <<Uses>>
|
||||
PlayerCamera ..> UnityEngine.Time : <<Uses>>
|
||||
PlayerCamera ..> Player : <<Uses>>
|
||||
PlayerCamera ..> ShipGameMode : <<Uses>>
|
||||
PlayerCamera ..> UnityEngine.Transform : <<Uses>>
|
||||
PlayerCamera ..> UnityEngine.Vector3 : <<Uses>>
|
||||
|
||||
class Player {
|
||||
{field} + RigidBody: UnityEngine.Rigidbody2D {get} {private set}
|
||||
{field} + Transform: UnityEngine.Transform {get} {private set}
|
||||
{field} + Particle: UnityEngine.ParticleSystem {get} {private set}
|
||||
{field} + LevelsLoader: LevelsLoader {get} {set}
|
||||
{field} + SpriteRenderer: UnityEngine.SpriteRenderer {get} {private set}
|
||||
{field} + IsColliding: bool {get} {set}
|
||||
{field} + HasStarted: bool {get} {set}
|
||||
{field} + CanJump: bool {get} {set}
|
||||
{field} + CurrentGameMode: IGameMode {get} {set}
|
||||
{field} + SpeedMultiplier: float
|
||||
|
||||
{method} + Awake()
|
||||
{method} + Start()
|
||||
{method} + Update()
|
||||
{method} + OnCollisionEnter2D(collision: UnityEngine.Collision2D)
|
||||
{method} + OnCollisionExit2D(collision: UnityEngine.Collision2D)
|
||||
{method} + OnTriggerEnter2D(collision: UnityEngine.Collider2D)
|
||||
{method} + ChangeGameMode(newMode: IGameMode)
|
||||
}
|
||||
Player --|> UnityEngine.MonoBehaviour
|
||||
Player *--> UnityEngine.Rigidbody2D : <<Owns>>
|
||||
Player *--> UnityEngine.Transform : <<Owns>>
|
||||
Player *--> UnityEngine.ParticleSystem : <<Owns>>
|
||||
Player o--> LevelsLoader : <<References>>
|
||||
Player *--> UnityEngine.SpriteRenderer : <<Owns>>
|
||||
Player o--> IGameMode : <<Has>>
|
||||
Player ..> UnityEngine.Resources : <<Uses>>
|
||||
Player ..> UnityEngine.Debug : <<Uses>>
|
||||
Player ..> ShipPortal : <<Uses>>
|
||||
Player ..> CubePortal : <<Uses>>
|
||||
Player ..> BonusBoostSpeed : <<Uses>>
|
||||
Player ..> BonusSlowSpeed : <<Uses>>
|
||||
Player ..> NormalGameMode : <<Uses>>
|
||||
Player ..> UnityEngine.Collision2D : <<Uses>>
|
||||
Player ..> UnityEngine.Collider2D : <<Uses>>
|
||||
|
||||
class PauseMenu {
|
||||
{field} + pauseMenu: UnityEngine.GameObject
|
||||
{field} + pauseButton: UnityEngine.GameObject
|
||||
{field} + levelLoader: LevelLoader
|
||||
{field} + volumeSlider: UnityEngine.UI.Slider
|
||||
|
||||
{method} + Start()
|
||||
{method} + ChangeVolume()
|
||||
{method} + Pause()
|
||||
{method} + Home()
|
||||
{method} + Resume()
|
||||
}
|
||||
PauseMenu --|> UnityEngine.MonoBehaviour
|
||||
PauseMenu --> UnityEngine.GameObject : <<References>>
|
||||
PauseMenu --> LevelLoader : <<References>>
|
||||
PauseMenu --> UnityEngine.UI.Slider : <<References>>
|
||||
PauseMenu ..> UnityEngine.PlayerPrefs : <<Uses>>
|
||||
PauseMenu ..> UnityEngine.Time : <<Uses>>
|
||||
PauseMenu ..> UnityEngine.SceneManagement.SceneManager : <<Uses>>
|
||||
|
||||
class MainMenu {
|
||||
{method} + LaunchGame()
|
||||
{method} + OpenImport()
|
||||
{method} + QuitGame()
|
||||
{method} + LevelEditor()
|
||||
{method} + EditorChoice()
|
||||
{method} + CreateLevel()
|
||||
}
|
||||
MainMenu --|> UnityEngine.MonoBehaviour
|
||||
MainMenu ..> UnityEngine.SceneManagement.SceneManager : <<Uses>>
|
||||
MainMenu ..> UnityEngine.Application : <<Uses>>
|
||||
|
||||
class LevelStat {
|
||||
{field} + JsonName: string {get} {set}
|
||||
{field} + totalJumps: Integer
|
||||
{field} + totalAttempts: Integer
|
||||
{field} + progressionPercent: Integer
|
||||
|
||||
{method} + {static} CreateFromJSON(jsonString: string): LevelStat
|
||||
}
|
||||
LevelStat ..> UnityEngine.JsonUtility : <<Uses>>
|
||||
|
||||
class LevelsLoader {
|
||||
{field} + levels: System.Collections.Generic.List<Level>
|
||||
{field} + levelCurrent: Level
|
||||
|
||||
{method} - Start()
|
||||
{method} - LoadAllLevels()
|
||||
{method} - SaveLevelCurrent()
|
||||
{method} + NextLevel()
|
||||
{method} + PreviousLevel()
|
||||
{method} + IncreaseTotalJumps()
|
||||
{method} + IncreaseTotalAttempts()
|
||||
{method} + CalculateCurrentProgressionPercent(playerPosition: UnityEngine.Vector3): Integer
|
||||
{method} + RefreshLevels()
|
||||
}
|
||||
LevelsLoader --|> UnityEngine.MonoBehaviour
|
||||
LevelsLoader *--> Level : <<Owns>>
|
||||
LevelsLoader ..> UnityEngine.TextAsset : <<Uses>>
|
||||
LevelsLoader ..> UnityEngine.Resources : <<Uses>>
|
||||
LevelsLoader ..> System.IO.Path : <<Uses>>
|
||||
LevelsLoader ..> UnityEngine.Application : <<Uses>>
|
||||
LevelsLoader ..> System.IO.File : <<Uses>>
|
||||
LevelsLoader ..> UnityEngine.JsonUtility : <<Uses>>
|
||||
LevelsLoader ..> LevelStat : <<Uses>>
|
||||
LevelsLoader ..> UnityEngine.Vector3 : <<Uses>>
|
||||
LevelsLoader ..> UnityEngine.Mathf : <<Uses>>
|
||||
LevelsLoader ..> WinnerWall : <<Uses>>
|
||||
LevelsLoader ..> UnityEngine.GameObject : <<Uses>>
|
||||
LevelsLoader ..> UnityEngine.Renderer : <<Uses>>
|
||||
LevelsLoader ..> System.Collections.Generic.List : <<Uses>>
|
||||
|
||||
class LevelLoader {
|
||||
{field} + levelsLoader: LevelsLoader
|
||||
{field} + audioSource: UnityEngine.AudioSource
|
||||
{field} + progressionText: UnityEngine.UI.Text
|
||||
{field} - groundY: float
|
||||
|
||||
{method} - GetPrefab(type: string): UnityEngine.GameObject
|
||||
{method} - LoadAudio()
|
||||
{method} - LoadElements()
|
||||
{method} + Start()
|
||||
{method} + Update()
|
||||
}
|
||||
LevelLoader --|> UnityEngine.MonoBehaviour
|
||||
LevelLoader o--> LevelsLoader : <<References>>
|
||||
LevelLoader *--> UnityEngine.AudioSource : <<Owns>>
|
||||
LevelLoader --> UnityEngine.UI.Text : <<References>>
|
||||
LevelLoader ..> System.IO.Path : <<Uses>>
|
||||
LevelLoader ..> UnityEngine.Resources : <<Uses>>
|
||||
LevelLoader ..> UnityEngine.PlayerPrefs : <<Uses>>
|
||||
LevelLoader ..> UnityEngine.GameObject : <<Uses>>
|
||||
LevelLoader ..> UnityEngine.Vector3 : <<Uses>>
|
||||
LevelLoader ..> UnityEngine.Quaternion : <<Uses>>
|
||||
LevelLoader ..> UnityEngine.Transform : <<Uses>>
|
||||
LevelLoader ..> WinnerWall : <<Uses>>
|
||||
LevelLoader ..> Level : <<Uses>>
|
||||
LevelLoader ..> Ground : <<Uses>>
|
||||
LevelLoader ..> UnityEngine.AudioClip : <<Uses>>
|
||||
LevelLoader ..> UnityEngine.Renderer : <<Uses>>
|
||||
|
||||
class LevelEditor {
|
||||
{field} - currentBlock: UnityEngine.GameObject
|
||||
{field} - isPlacingBlock: bool
|
||||
{field} - currentScale: UnityEngine.Vector3
|
||||
{field} - scaleStep: float
|
||||
{field} + blockGroupContainer: UnityEngine.Transform
|
||||
{field} + buttonPrefabTemplate: UnityEngine.GameObject
|
||||
{field} - currentPage: Integer
|
||||
{field} - buttonsPerPage: Integer {constant}
|
||||
{field} - blockPrefabs: System.Collections.Generic.List<UnityEngine.GameObject>
|
||||
{field} - currentButtons: System.Collections.Generic.List<UnityEngine.GameObject>
|
||||
{field} - resizingTarget: UnityEngine.GameObject
|
||||
{field} - isResizing: bool
|
||||
{field} - originalMousePos: UnityEngine.Vector3
|
||||
{field} - originalScale: UnityEngine.Vector3
|
||||
{field} - currentResizeAxis: ResizeAxis
|
||||
|
||||
{method} - Start()
|
||||
{method} - LoadPrefabs()
|
||||
{method} - GenerateButtons()
|
||||
{method} - ClearCurrentButtons()
|
||||
{method} + NextPage()
|
||||
{method} + PreviousPage()
|
||||
{method} - SelectPrefab(prefab: UnityEngine.GameObject)
|
||||
{method} - Update()
|
||||
{method} - PlaceBlock()
|
||||
{method} - TrySnapToNearbyBlock()
|
||||
{method} - InstantiateAndPrepare(prefab: UnityEngine.GameObject, scaleOverride: UnityEngine.Vector3?)
|
||||
{method} - HandleBlockRotation()
|
||||
}
|
||||
LevelEditor --|> UnityEngine.MonoBehaviour
|
||||
LevelEditor o--> blockGroupContainer : <<References>>
|
||||
LevelEditor --> buttonPrefabTemplate : <<References>>
|
||||
LevelEditor *--> blockPrefabs : <<Owns>>
|
||||
LevelEditor *--> currentButtons : <<Owns>>
|
||||
LevelEditor o--> currentBlock : <<References>>
|
||||
LevelEditor o--> resizingTarget : <<References>>
|
||||
LevelEditor ..> UnityEngine.GameObject : <<Uses>>
|
||||
LevelEditor ..> UnityEngine.Vector3 : <<Uses>>
|
||||
LevelEditor ..> UnityEngine.Mathf : <<Uses>>
|
||||
LevelEditor ..> UnityEngine.Input : <<Uses>>
|
||||
LevelEditor ..> UnityEngine.Camera : <<Uses>>
|
||||
LevelEditor ..> UnityEngine.Physics2D : <<Uses>>
|
||||
LevelEditor ..> UnityEngine.Collider2D : <<Uses>>
|
||||
LevelEditor ..> UnityEngine.Bounds : <<Uses>>
|
||||
LevelEditor ..> UnityEngine.SpriteRenderer : <<Uses>>
|
||||
LevelEditor ..> UnityEngine.UI.Button : <<Uses>>
|
||||
LevelEditor ..> UnityEngine.UI.Image : <<Uses>>
|
||||
LevelEditor ..> UnityEngine.RectTransform : <<Uses>>
|
||||
LevelEditor ..> UnityEngine.Debug : <<Uses>>
|
||||
LevelEditor ..> System.Collections.Generic.List : <<Uses>>
|
||||
LevelEditor ..> UnityEngine.Resources : <<Uses>>
|
||||
LevelEditor ..> Player : <<Uses>> ' (via tags)
|
||||
LevelEditor ..> Ground : <<Uses>> ' (via tags)
|
||||
LevelEditor ..> Portal : <<Uses>> ' (via tags)
|
||||
LevelEditor ..> SmallObstacle : <<Uses>> ' (via tags)
|
||||
LevelEditor ..> Spike : <<Uses>> ' (via tags)
|
||||
LevelEditor ..> Block : <<Uses>> ' (via tags)
|
||||
LevelEditor ..> Bonus : <<Uses>> ' (via tags)
|
||||
|
||||
enum ResizeAxis <<enumeration>> {
|
||||
None
|
||||
Horizontal
|
||||
Vertical
|
||||
}
|
||||
LevelEditor *--> ResizeAxis : <<Has>>
|
||||
|
||||
class LevelElement {
|
||||
{field} + type: string
|
||||
{field} + x: float
|
||||
{field} + y: float
|
||||
{field} + scaleX: float
|
||||
{field} + scaleY: float
|
||||
}
|
||||
|
||||
class Level {
|
||||
- name: String
|
||||
- musicName: String
|
||||
+ StartLevel()
|
||||
+ EndLevel()
|
||||
+ CheckCompletion(): Boolean
|
||||
{field} + {static} {readOnly} LAST_X: Integer = 15
|
||||
{field} + JsonName: string {get} {set}
|
||||
{field} + TotalJumps: Integer {get} {set}
|
||||
{field} + TotalAttempts: Integer {get} {set}
|
||||
{field} + ProgressionPercent: Integer {get} {set}
|
||||
{field} + ProgressionPercentMax: Integer {get} {set}
|
||||
{field} + name: string
|
||||
{field} + musicName: string
|
||||
{field} + order: Integer
|
||||
{field} + elements: System.Collections.Generic.List<LevelElement>
|
||||
{field} + LastX: float {get}
|
||||
|
||||
{method} + {static} CreateFromJSON(jsonString: string): Level
|
||||
}
|
||||
Level *--> LevelElement : <<Composed of>>
|
||||
Level ..> UnityEngine.JsonUtility : <<Uses>>
|
||||
Level ..> System.Collections.Generic.List : <<Uses>>
|
||||
|
||||
class JSONImporter {
|
||||
{field} + statusText: TMPro.TMP_Text
|
||||
|
||||
{method} - Awake()
|
||||
{method} - Start()
|
||||
{method} + ImportJSON()
|
||||
{method} - ShowFileBrowser(): System.Collections.IEnumerator
|
||||
{method} - UpdateStatus(message: string, color: UnityEngine.Color)
|
||||
}
|
||||
JSONImporter --|> UnityEngine.MonoBehaviour
|
||||
JSONImporter --> TMPro.TMP_Text : <<References>>
|
||||
JSONImporter ..> System.Collections.IEnumerator : <<Uses>>
|
||||
JSONImporter ..> SimpleFileBrowser.FileBrowser : <<Uses>>
|
||||
JSONImporter ..> System.IO.Path : <<Uses>>
|
||||
JSONImporter ..> System.IO.File : <<Uses>>
|
||||
JSONImporter ..> UnityEngine.Color : <<Uses>>
|
||||
JSONImporter ..> LevelsLoader : <<Uses>>
|
||||
JSONImporter ..> UnityEngine.Object : <<Uses>>
|
||||
JSONImporter ..> UnityEngine.Canvas : <<Uses>>
|
||||
JSONImporter ..> UnityEngine.SceneManagement.SceneManager : <<Uses>>
|
||||
|
||||
class JSONExporter {
|
||||
{field} + statusText: TMPro.TMP_Text
|
||||
{field} - editor: LevelEditor
|
||||
{field} - levelsFolder: string
|
||||
|
||||
{method} - Awake()
|
||||
{method} - Start()
|
||||
{method} + ExportJSON()
|
||||
{method} - ShowSaveDialog(): System.Collections.IEnumerator
|
||||
{method} - SetStatus(message: string, color: UnityEngine.Color)
|
||||
}
|
||||
JSONExporter --|> UnityEngine.MonoBehaviour
|
||||
JSONExporter o--> LevelEditor : <<References>>
|
||||
JSONExporter --> TMPro.TMP_Text : <<References>>
|
||||
JSONExporter ..> System.Collections.IEnumerator : <<Uses>>
|
||||
JSONExporter ..> System.Collections.Generic.List : <<Uses>>
|
||||
JSONExporter ..> SimpleFileBrowser.FileBrowser : <<Uses>>
|
||||
JSONExporter ..> System.IO.Path : <<Uses>>
|
||||
JSONExporter ..> System.IO.File : <<Uses>>
|
||||
JSONExporter ..> System.IO.Directory : <<Uses>>
|
||||
JSONExporter ..> UnityEngine.Collider2D : <<Uses>>
|
||||
JSONExporter ..> UnityEngine.Object : <<Uses>>
|
||||
JSONExporter ..> UnityEngine.Vector3 : <<Uses>>
|
||||
JSONExporter ..> UnityEngine.Mathf : <<Uses>>
|
||||
JSONExporter ..> UnityEngine.JsonUtility : <<Uses>>
|
||||
JSONExporter ..> UnityEngine.Color : <<Uses>>
|
||||
JSONExporter ..> LevelsLoader : <<Uses>>
|
||||
JSONExporter ..> UnityEngine.Canvas : <<Uses>>
|
||||
|
||||
class SerializableElement <<private>> {
|
||||
{field} + type: string
|
||||
{field} + x: float
|
||||
{field} + y: float
|
||||
{field} + scaleX: float
|
||||
{field} + scaleY: float
|
||||
}
|
||||
JSONExporter ..> SerializableElement : <<Uses>>
|
||||
|
||||
class LevelData <<private>> {
|
||||
{field} + name: string
|
||||
{field} + musicName: string
|
||||
{field} + order: Integer
|
||||
{field} + elements: SerializableElement[*]
|
||||
}
|
||||
LevelData *--> SerializableElement : <<Composed of>>
|
||||
JSONExporter ..> LevelData : <<Uses>>
|
||||
|
||||
|
||||
interface IGameMode <<interface>> {
|
||||
{method} + Update(player: Player) {abstract}
|
||||
{method} + OnCollisionEnter(player: Player, collision: UnityEngine.Collision2D) {abstract}
|
||||
{method} + OnCollisionExit(player: Player, collision: UnityEngine.Collision2D) {abstract}
|
||||
}
|
||||
|
||||
abstract class LevelElement {
|
||||
- x: Float
|
||||
- y: Float
|
||||
}
|
||||
class ShipGameMode implements IGameMode {
|
||||
{field} - HorizontalSpeed: float {constant}
|
||||
{field} - JumpForce: float {constant}
|
||||
{field} - JumpKey: UnityEngine.KeyCode {constant}
|
||||
{field} - UpperAngle: float {constant}
|
||||
{field} - LowerAngle: float {constant}
|
||||
{field} - RotationTransitionDuration: float {constant}
|
||||
|
||||
abstract class Obstacle extends LevelElement {
|
||||
+ TriggerEffect(player: Player)
|
||||
{method} + Update(player: Player)
|
||||
{method} - GetCurrentZAngle(player: Player): float
|
||||
{method} - Jump(player: Player)
|
||||
{method} + OnCollisionEnter(player: Player, collision: UnityEngine.Collision2D)
|
||||
{method} + OnCollisionExit(player: Player, collision: UnityEngine.Collision2D)
|
||||
}
|
||||
ShipGameMode ..|> IGameMode
|
||||
ShipGameMode ..> Player : <<Uses>>
|
||||
ShipGameMode ..> UnityEngine.Vector2 : <<Uses>>
|
||||
ShipGameMode ..> UnityEngine.Input : <<Uses>>
|
||||
ShipGameMode ..> UnityEngine.KeyCode : <<Uses>>
|
||||
ShipGameMode ..> UnityEngine.Mathf : <<Uses>>
|
||||
ShipGameMode ..> UnityEngine.Time : <<Uses>>
|
||||
ShipGameMode ..> UnityEngine.Quaternion : <<Uses>>
|
||||
ShipGameMode ..> UnityEngine.SceneManagement.SceneManager : <<Uses>>
|
||||
ShipGameMode ..> UnityEngine.Collision2D : <<Uses>>
|
||||
ShipGameMode ..> LevelsLoader : <<Uses>>
|
||||
|
||||
class Platform extends LevelElement {
|
||||
class NormalGameMode implements IGameMode {
|
||||
{field} - HorizontalSpeed: float {constant}
|
||||
{field} - JumpForce: float {constant}
|
||||
{field} - JumpKey: UnityEngine.KeyCode {constant}
|
||||
{field} - isRotating: bool
|
||||
{field} - targetRotationAngle: float
|
||||
{field} - rotationSpeed: float {readOnly}
|
||||
|
||||
{method} + Update(player: Player)
|
||||
{method} - Jump(player: Player)
|
||||
{method} - PerformRotation(player: Player)
|
||||
{method} - IsJumping(player: Player): bool
|
||||
{method} - AlignRotation(player: Player)
|
||||
{method} - UpdateParticlePositionAndRotation(player: Player)
|
||||
{method} + OnCollisionEnter(player: Player, collision: UnityEngine.Collision2D)
|
||||
{method} + OnCollisionExit(player: Player, collision: UnityEngine.Collision2D)
|
||||
}
|
||||
NormalGameMode ..|> IGameMode
|
||||
NormalGameMode ..> Player : <<Uses>>
|
||||
NormalGameMode ..> UnityEngine.Vector2 : <<Uses>>
|
||||
NormalGameMode ..> UnityEngine.Input : <<Uses>>
|
||||
NormalGameMode ..> UnityEngine.KeyCode : <<Uses>>
|
||||
NormalGameMode ..> UnityEngine.Mathf : <<Uses>>
|
||||
NormalGameMode ..> UnityEngine.Time : <<Uses>>
|
||||
NormalGameMode ..> UnityEngine.Quaternion : <<Uses>>
|
||||
NormalGameMode ..> UnityEngine.SceneManagement.SceneManager : <<Uses>>
|
||||
NormalGameMode ..> UnityEngine.Collision2D : <<Uses>>
|
||||
NormalGameMode ..> LevelsLoader : <<Uses>>
|
||||
NormalGameMode ..> UnityEngine.Vector3 : <<Uses>>
|
||||
|
||||
class Spike extends Obstacle {
|
||||
+ TriggerEffect(player: Player)
|
||||
}
|
||||
|
||||
class Portal extends LevelElement {
|
||||
- destination: Vector2
|
||||
- type: PortalType
|
||||
+ Teleport(player: Player)
|
||||
}
|
||||
' Tags
|
||||
class ShipPortal { }
|
||||
class CubePortal { }
|
||||
class BonusBoostSpeed { }
|
||||
class BonusSlowSpeed { }
|
||||
class Kill { }
|
||||
class Win { }
|
||||
class Ground { }
|
||||
class WinnerWall { }
|
||||
class Block { }
|
||||
class SmallObstacle { }
|
||||
class Spike { }
|
||||
class Portal { }
|
||||
class Bonus { }
|
||||
|
||||
enum PortalType {
|
||||
Normal, Gravity, Speed
|
||||
}
|
||||
|
||||
class Bumper extends LevelElement {
|
||||
- bounceForce: Float
|
||||
+ Bounce(player: Player)
|
||||
}
|
||||
|
||||
class LevelEnd extends LevelElement {
|
||||
+ TriggerEndGame()
|
||||
}
|
||||
|
||||
class Collectible extends LevelElement {
|
||||
- points: int
|
||||
+ Collect(player: Player)
|
||||
}
|
||||
|
||||
class Player {
|
||||
- JUMP_FORCE: static const Float = 26.6581
|
||||
- SPEED: static const Float = 8.6
|
||||
- rigidBody: Rigidbody2D
|
||||
- isColliding: Boolean
|
||||
- isGrounded: Boolean
|
||||
- gravityScale: Float
|
||||
+ Jump()
|
||||
+ IsJumping(): Boolean
|
||||
+ OnCollisionEnter2D(collision: Collision2D)
|
||||
+ OnCollisionExit2D(collision: Collision2D)
|
||||
+ ChangeGravity()
|
||||
+ Die()
|
||||
+ Respawn()
|
||||
+ CollectItem(item: Collectible)
|
||||
}
|
||||
|
||||
class LevelLoader {
|
||||
+ LoadLevel(jsonPath: String): Level
|
||||
+ UnloadLevel(level: Level)
|
||||
}
|
||||
|
||||
class LevelParser {
|
||||
+ ParseJSON(jsonData: String): Level
|
||||
}
|
||||
|
||||
class MusicManager {
|
||||
- currentTrack: String
|
||||
- volume: Float
|
||||
+ PlayMusic(musicPath: String)
|
||||
+ StopMusic()
|
||||
+ SetVolume(level: Float)
|
||||
}
|
||||
|
||||
GameManager *--> Level : <<Manages>>
|
||||
GameManager --> LevelLoader : <<Uses>>
|
||||
LevelLoader --> LevelParser : <<Uses>>
|
||||
Level *--> LevelElement : <<Contains>>
|
||||
GameManager *--> Player : <<Owns>>
|
||||
GameManager --> MusicManager : <<Controls>>
|
||||
Player --> LevelEnd : <<Triggers>>
|
||||
Player --> Portal : <<Interacts>>
|
||||
Player --> Collectible : <<Collects>>
|
||||
Obstacle --> Player : <<Affects>>
|
||||
Player ..> ShipPortal : <<Uses Tag>>
|
||||
Player ..> CubePortal : <<Uses Tag>>
|
||||
Player ..> BonusBoostSpeed : <<Uses Tag>>
|
||||
Player ..> BonusSlowSpeed : <<Uses Tag>>
|
||||
ShipGameMode ..> Kill : <<Uses Tag>>
|
||||
ShipGameMode ..> Win : <<Uses Tag>>
|
||||
ShipGameMode ..> Ground : <<Uses Tag>>
|
||||
NormalGameMode ..> Kill : <<Uses Tag>>
|
||||
NormalGameMode ..> Win : <<Uses Tag>>
|
||||
LevelLoader ..> WinnerWall : <<Uses Prefab>>
|
||||
LevelLoader ..> Ground : <<Uses Prefab>>
|
||||
LevelEditor ..> Ground : <<Uses Tag>>
|
||||
LevelEditor ..> Block : <<Uses Tag>>
|
||||
LevelEditor ..> SmallObstacle : <<Uses Tag>>
|
||||
LevelEditor ..> Spike : <<Uses Tag>>
|
||||
LevelEditor ..> Portal : <<Uses Tag>>
|
||||
LevelEditor ..> Bonus : <<Uses Tag>>
|
||||
LevelsLoader ..> WinnerWall : <<Uses Prefab>>
|
||||
|
||||
@enduml
|
||||
|
@ -1,4 +1,4 @@
|
||||
@startuml Geometry Dash - Diagramme d'etats du joueur
|
||||
@startuml Geometry Dash - Diagramme d'états du joueur
|
||||
|
||||
start
|
||||
|
||||
@ -16,12 +16,6 @@ repeat
|
||||
switch (Forme)
|
||||
case (Forme fusée)
|
||||
:Mode fusée;
|
||||
case (Forme roue)
|
||||
:Mode roue;
|
||||
case (Forme sens inversé)
|
||||
:Mode sens inversé;
|
||||
case (Forme gravité inversée)
|
||||
:Mode gravité inversée;
|
||||
endswitch
|
||||
if (Le joueur percute un obstacle ?) then (Oui)
|
||||
:Le joueur meurt;
|
||||
@ -38,8 +32,8 @@ repeat
|
||||
:Le joueur meurt;
|
||||
stop
|
||||
endif
|
||||
case (Annulation d'obstacle)
|
||||
:Supprimer tous les obstacles;
|
||||
case (Temps accéléré)
|
||||
:Activer accélération du temps;
|
||||
:Durée : 3 secondes;
|
||||
endswitch
|
||||
}
|
@ -4,100 +4,64 @@ left to right direction
|
||||
|
||||
actor Joueur as Joueur
|
||||
|
||||
|
||||
rectangle "Menu principal" {
|
||||
usecase "Configurer les paramètres" as ConfigurerParametres
|
||||
usecase "Accéder à la sélection des niveaux" as SelectionNiveau
|
||||
usecase "Accéder à l'éditeur de cartes" as EditeurCartes
|
||||
usecase "Consulter les statistiques" as ConsulterStats
|
||||
usecase "Voir les trophées et récompenses" as VoirTrophees
|
||||
usecase "Accéder à l'éditeur de niveau" as EditeurNiveau
|
||||
usecase "Importer un niveau" as ImporterNiveau
|
||||
usecase "Quitter le jeu" as QuitterJeu
|
||||
}
|
||||
|
||||
rectangle "Sélection des niveaux" {
|
||||
usecase "Parcourir les niveaux disponibles" as ParcourirNiveaux
|
||||
usecase "Afficher les détails d'un niveau" as AfficherDetailsNiveau
|
||||
usecase "Parcourir les niveaux disponibles (passer au niveau suivant ou précédent)" as ParcourirNiveaux
|
||||
usecase "Afficher les statistiques d'un niveau (nombre d'essais, nombre de sauts et progression record)" as AfficherDetailsNiveau
|
||||
usecase "Commencer un niveau" as CommencerNiveau
|
||||
}
|
||||
|
||||
rectangle "Pendant un niveau" {
|
||||
usecase "Sauter" as Sauter
|
||||
usecase "Appuyer sur la barre d'espace" as Sauter
|
||||
usecase "Voir la progression dans le niveau" as VoirProgression
|
||||
usecase "Mettre le jeu en pause" as MettrePause
|
||||
}
|
||||
|
||||
rectangle "Paramètres" {
|
||||
usecase "Régler le volume du jeu" as ReglerVolume
|
||||
usecase "Changer la musique de fond" as ChangerMusique
|
||||
usecase "Lire les instructions d'aide" as LireAide
|
||||
}
|
||||
|
||||
rectangle "Création de cartes" {
|
||||
usecase "Créer une nouvelle carte" as CreerNouvelleCarte
|
||||
usecase "Modifier une carte existante" as ModifierCarte
|
||||
usecase "Tester une carte" as TesterCarte
|
||||
usecase "Partager une carte" as PartagerCarte
|
||||
usecase "Télécharger des cartes de la communauté" as TelechargerCartes
|
||||
}
|
||||
|
||||
rectangle "Statistiques" {
|
||||
usecase "Afficher les statistiques globales" as AfficherStatsGlobales
|
||||
usecase "Afficher les statistiques de session" as AfficherStatsSession
|
||||
}
|
||||
|
||||
rectangle "Trophées et récompenses" {
|
||||
usecase "Voir les trophées débloqués" as VoirTropheesDebloques
|
||||
usecase "Voir les pièces collectées" as VoirPieces
|
||||
}
|
||||
|
||||
rectangle "Menu Pause" {
|
||||
usecase "Continuer" as Continuer
|
||||
usecase "Redémarrer la partie" as RedemarrerPartie
|
||||
usecase "Retour à la sélection des maps" as RetourSelection
|
||||
usecase "Revenir au menu principal" as RevenirMenuPrincipal
|
||||
usecase "Régler le volume de la musique" as ReglerVolumeMusique
|
||||
usecase "Voir le nombre d'essais, nombre de sauts et progression record" as StatistiquesNiveau
|
||||
}
|
||||
|
||||
Joueur --> ConfigurerParametres : <<extends>>
|
||||
Joueur --> SelectionNiveau : <<extends>>
|
||||
Joueur --> EditeurCartes : <<extends>>
|
||||
Joueur --> ConsulterStats : <<extends>>
|
||||
Joueur --> VoirTrophees : <<extends>>
|
||||
rectangle "Création de niveaux" {
|
||||
usecase "Créer un nouveau niveau" as CreerNouveauNiveau
|
||||
usecase "Modifier un niveau existant" as ModifierNiveau
|
||||
usecase "Tester un niveau" as TesterNiveau
|
||||
usecase "Exporter un niveau" as ExporterNiveau
|
||||
}
|
||||
|
||||
SelectionNiveau --> ParcourirNiveaux : <<include>>
|
||||
ParcourirNiveaux --> AfficherDetailsNiveau : <<extends>>
|
||||
ParcourirNiveaux --> CommencerNiveau : <<extends>>
|
||||
Joueur --> SelectionNiveau : <<extends>>
|
||||
Joueur --> EditeurNiveau : <<extends>>
|
||||
Joueur --> ImporterNiveau : <<extends>>
|
||||
Joueur --> QuitterJeu : <<extends>>
|
||||
|
||||
SelectionNiveau --> AfficherDetailsNiveau : <<include>>
|
||||
SelectionNiveau --> ParcourirNiveaux : <<extends>>
|
||||
SelectionNiveau --> CommencerNiveau : <<extends>>
|
||||
|
||||
CommencerNiveau --> Sauter : <<extends>>
|
||||
CommencerNiveau --> VoirProgression : <<include>>
|
||||
CommencerNiveau --> MettrePause : <<extends>>
|
||||
|
||||
ConfigurerParametres --> ReglerVolume : <<extends>>
|
||||
ConfigurerParametres --> ChangerMusique : <<extends>>
|
||||
ConfigurerParametres --> LireAide : <<extends>>
|
||||
|
||||
EditeurCartes --> CreerNouvelleCarte : <<extends>>
|
||||
EditeurCartes --> ModifierCarte : <<extends>>
|
||||
EditeurCartes --> TelechargerCartes : <<extends>>
|
||||
CreerNouvelleCarte --> TesterCarte : <<extends>>
|
||||
ModifierCarte --> TesterCarte : <<extends>>
|
||||
CreerNouvelleCarte --> PartagerCarte : <<extends>>
|
||||
ModifierCarte --> PartagerCarte : <<extends>>
|
||||
|
||||
TesterCarte--> Sauter : <<extends>>
|
||||
TesterCarte--> MettrePause : <<extends>>
|
||||
|
||||
ConsulterStats --> AfficherStatsGlobales : <<extends>>
|
||||
ConsulterStats --> AfficherStatsSession : <<extends>>
|
||||
|
||||
VoirTrophees --> VoirTropheesDebloques : <<extends>>
|
||||
VoirTrophees --> VoirPieces : <<extends>>
|
||||
|
||||
MettrePause --> Continuer : <<extends>>
|
||||
MettrePause --> RedemarrerPartie : <<extends>>
|
||||
MettrePause --> RetourSelection : <<extends>>
|
||||
MettrePause --> RevenirMenuPrincipal : <<extends>>
|
||||
MettrePause --> ReglerVolumeMusique : <<extends>>
|
||||
MettrePause --> StatistiquesNiveau : <<include>>
|
||||
|
||||
RedemarrerPartie --> Sauter : <<extends>>
|
||||
RedemarrerPartie --> MettrePause : <<extends>>
|
||||
EditeurNiveau --> CreerNouveauNiveau : <<extends>>
|
||||
EditeurNiveau --> ModifierNiveau : <<extends>>
|
||||
|
||||
Continuer --> Sauter : <<extends>>
|
||||
Continuer --> MettrePause : <<extends>>
|
||||
CreerNouveauNiveau --> TesterNiveau : <<extends>>
|
||||
ModifierNiveau --> TesterNiveau : <<extends>>
|
||||
|
||||
RetourSelection --> ParcourirNiveaux : <<include>>
|
||||
CreerNouveauNiveau --> ExporterNiveau : <<extends>>
|
||||
ModifierNiveau --> ExporterNiveau : <<extends>>
|
||||
|
||||
@enduml
|
||||
|
@ -7,7 +7,7 @@ Les modélisations UML du projet sont générés à partir des fichiers `.puml`
|
||||
- [Diagramme de classes](./UML/class-diagram.puml)
|
||||
- [Diagramme d'activités](./UML/activity-diagram/activity-diagram.puml)
|
||||
- [Diagramme de cas d'utilisation](./UML/use-case-diagram.puml)
|
||||
- [Diagramme d'états](./UML/state-diagram/state-diagram.puml)
|
||||
- [Diagramme d'états](./UML/state-diagram.puml)
|
||||
|
||||
## Diagramme de Gantt
|
||||
|
||||
|
@ -11,18 +11,32 @@ EditorBuildSettings:
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/ImportScene.unity
|
||||
guid: 079203ac02d460d48a1208a03134d373
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/EditorChoiceScene.unity
|
||||
guid: 200c916866fde6f4bb0123b72f22771f
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/SelectLevelScene.unity
|
||||
guid: ff897c289bbe86f499c0c88b6177ab5c
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/LevelScene.unity
|
||||
guid: 8c9cfa26abfee488c85f1582747f6a02
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/ImportScene.unity
|
||||
guid: 079203ac02d460d48a1208a03134d373
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/EditorChoiceScene.unity
|
||||
guid: 200c916866fde6f4bb0123b72f22771f
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/SelectLevelToEditScene.unity
|
||||
guid: 2fabb6c6015f46541a57baf21011fa51
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/CreateLevelScene.unity
|
||||
- enabled: 0
|
||||
path: Assets/Scenes/LevelEditorScene.unity
|
||||
guid: 73b983a44d701df4bb6d8ceb94e05a2b
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/LevelEditorScene.unity
|
||||
guid: 73b983a44d701df4bb6d8ceb94e05a2b
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/EditorChoiceScene.unity
|
||||
guid: 200c916866fde6f4bb0123b72f22771f
|
||||
m_configObjects:
|
||||
com.unity.input.settings.actions: {fileID: -944628639613478452, guid: 2bcd2660ca9b64942af0de543d8d7100, type: 3}
|
||||
m_UseUCBPForAssetBundles: 0
|
||||
|
@ -3,12 +3,12 @@
|
||||
--- !u!19 &1
|
||||
Physics2DSettings:
|
||||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 5
|
||||
serializedVersion: 6
|
||||
m_Gravity: {x: 0, y: -9.81}
|
||||
m_DefaultMaterial: {fileID: 0}
|
||||
m_VelocityIterations: 8
|
||||
m_PositionIterations: 3
|
||||
m_VelocityThreshold: 1
|
||||
m_BounceThreshold: 1
|
||||
m_MaxLinearCorrection: 0.2
|
||||
m_MaxAngularCorrection: 8
|
||||
m_MaxTranslationSpeed: 100
|
||||
@ -19,6 +19,7 @@ Physics2DSettings:
|
||||
m_LinearSleepTolerance: 0.01
|
||||
m_AngularSleepTolerance: 2
|
||||
m_DefaultContactOffset: 0.01
|
||||
m_ContactThreshold: 0
|
||||
m_JobOptions:
|
||||
serializedVersion: 2
|
||||
useMultithreading: 0
|
||||
@ -39,18 +40,17 @@ Physics2DSettings:
|
||||
m_IslandSolverBodiesPerJob: 50
|
||||
m_IslandSolverContactsPerJob: 50
|
||||
m_SimulationMode: 0
|
||||
m_SimulationLayers:
|
||||
serializedVersion: 2
|
||||
m_Bits: 4294967295
|
||||
m_MaxSubStepCount: 4
|
||||
m_MinSubStepFPS: 30
|
||||
m_UseSubStepping: 0
|
||||
m_UseSubStepContacts: 0
|
||||
m_QueriesHitTriggers: 1
|
||||
m_QueriesStartInColliders: 1
|
||||
m_CallbacksOnDisable: 1
|
||||
m_ReuseCollisionCallbacks: 1
|
||||
m_AutoSyncTransforms: 0
|
||||
m_AlwaysShowColliders: 0
|
||||
m_ShowColliderSleep: 1
|
||||
m_ShowColliderContacts: 0
|
||||
m_ShowColliderAABB: 0
|
||||
m_ContactArrowScale: 0.2
|
||||
m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412}
|
||||
m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432}
|
||||
m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745}
|
||||
m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804}
|
||||
m_GizmoOptions: 8
|
||||
m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
|
||||
|
@ -140,7 +140,7 @@ PlayerSettings:
|
||||
loadStoreDebugModeEnabled: 0
|
||||
visionOSBundleVersion: 1.0
|
||||
tvOSBundleVersion: 1.0
|
||||
bundleVersion: 1.0.0-staging.1
|
||||
bundleVersion: v1.0.0-staging.4
|
||||
preloadedAssets: []
|
||||
metroInputSource: 0
|
||||
wsaTransparentSwapchain: 0
|
||||
|
@ -18,6 +18,7 @@ TagManager:
|
||||
- PortalButtonGroup
|
||||
- BonusBoostSpeed
|
||||
- BonusSlowSpeed
|
||||
- AICollider
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
|
14
README.md
@ -4,6 +4,12 @@
|
||||
|
||||
Développement d'une reproduction du jeu [Geometry Dash](https://fr.wikipedia.org/wiki/Geometry_Dash) réalisé dans le cadre de la formation [Ingénieur en Informatique et Systèmes d'Information (SI), CNAM](https://www.itii-alsace.fr/formations/informatique-et-systemes-dinformation-le-cnam/), pour les modules de Programmation Orientée Objet (POO) et de Méthodologie Systèmes d'Informations.
|
||||
|
||||
Afin de tester le jeu, plusieurs `.zip` avec l'exécutable sont disponibles, généré automatiquement grâce au déploiement continu de [GameCI](https://game.ci/), en fonction du système d'exploitation:
|
||||
|
||||
- [Windows](https://github.com/boudji-ludwig-pett/cnam-geometry-dash/releases/download/v1.0.0-staging.4/windows.zip)
|
||||
- [GNU/Linux](https://github.com/boudji-ludwig-pett/cnam-geometry-dash/releases/download/v1.0.0-staging.4/linux.zip)
|
||||
- [macOS](https://github.com/boudji-ludwig-pett/cnam-geometry-dash/releases/download/v1.0.0-staging.4/macOS.zip)
|
||||
|
||||
### Membres du groupe
|
||||
|
||||
- [Djelal BOUDJI](https://github.com/djelalb)
|
||||
@ -35,3 +41,11 @@ cd cnam-geometry-dash
|
||||
|
||||
# Ouvrir le projet avec Unity Hub
|
||||
```
|
||||
|
||||
## Screenshots
|
||||
|
||||

|
||||
|
||||

|
||||
|
||||

|
||||
|