mirror of
https://github.com/boudji-ludwig-pett/cnam-geometry-dash.git
synced 2025-05-08 17:54:12 +02:00
304 lines
8.9 KiB
Plaintext
304 lines
8.9 KiB
Plaintext
@startuml Geometry Dash - Diagramme de classe léger
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skinparam style strictuml
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skinparam classAttributeIconSize 0
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skinparam classFontStyle Bold
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hide enum methods
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class PlayerCamera {
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{field} + playerObject: GameObject
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{field} + normalMinYFollow: float
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{field} + shipMinYFollow: float
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{field} + smoothSpeed: float
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{field} - initialY: float
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{field} + isPlaying: bool
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{method} - Start()
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{method} - Update()
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}
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class Player {
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{field} + RigidBody: Rigidbody2D {get} {private set}
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{field} + Transform: Transform {get} {private set}
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{field} + Particle: ParticleSystem {get} {private set}
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{field} + LevelsLoader: LevelsLoader {get} {set}
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{field} + SpriteRenderer: SpriteRenderer {get} {private set}
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{field} + IsColliding: bool {get} {set}
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{field} + HasStarted: bool {get} {set}
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{field} + CanJump: bool {get} {set}
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{field} + CurrentGameMode: IGameMode {get} {set}
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{field} + SpeedMultiplier: float
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{method} + Awake()
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{method} + Start()
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{method} + Update()
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{method} + OnCollisionEnter2D(collision: Collision2D)
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{method} + OnCollisionExit2D(collision: Collision2D)
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{method} + OnTriggerEnter2D(collision: Collider2D)
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{method} + ChangeGameMode(newMode: IGameMode)
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}
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Player o--> LevelsLoader : <<References>>
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Player o--> IGameMode : <<Has>>
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class PauseMenu {
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{field} + pauseMenu: GameObject
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{field} + pauseButton: GameObject
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{field} + levelLoader: LevelLoader
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{field} + volumeSlider: Slider
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{method} + Start()
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{method} + ChangeVolume()
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{method} + Pause()
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{method} + Home()
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{method} + Resume()
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}
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PauseMenu --> LevelLoader : <<References>>
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PauseMenu --> GameObject : <<References>>
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PauseMenu --> Slider : <<References>>
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class MainMenu {
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{method} + LaunchGame()
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{method} + OpenImport()
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{method} + QuitGame()
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{method} + LevelEditor()
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{method} + EditorChoice()
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{method} + CreateLevel()
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}
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class LevelStat {
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{field} + JsonName: string {get} {set}
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{field} + totalJumps: Integer
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{field} + totalAttempts: Integer
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{field} + progressionPercent: Integer
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{method} + {static} CreateFromJSON(jsonString: string): LevelStat
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}
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class LevelsLoader {
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{field} + levels: List<Level>
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{field} + levelCurrent: Level
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{method} - Start()
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{method} - LoadAllLevels()
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{method} - SaveLevelCurrent()
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{method} + NextLevel()
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{method} + PreviousLevel()
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{method} + IncreaseTotalJumps()
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{method} + IncreaseTotalAttempts()
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{method} + CalculateCurrentProgressionPercent(playerPosition: Vector3): Integer
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{method} + RefreshLevels()
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}
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LevelsLoader *--> Level : <<Owns>>
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class LevelLoader {
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{field} + levelsLoader: LevelsLoader
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{field} + audioSource: AudioSource
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{field} + progressionText: Text
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{field} - groundY: float
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{method} - GetPrefab(type: string): GameObject
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{method} - LoadAudio()
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{method} - LoadElements()
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{method} + Start()
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{method} + Update()
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}
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LevelLoader o--> LevelsLoader : <<References>>
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LevelLoader *--> AudioSource : <<Owns>>
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LevelLoader --> Text : <<References>>
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class LevelEditor {
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{field} - currentBlock: GameObject
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{field} - isPlacingBlock: bool
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{field} - currentScale: Vector3
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{field} - scaleStep: float
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{field} + blockGroupContainer: Transform
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{field} + buttonPrefabTemplate: GameObject
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{field} - currentPage: Integer
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{field} - buttonsPerPage: Integer {constant}
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{field} - blockPrefabs: List<GameObject>
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{field} - currentButtons: List<GameObject>
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{field} - resizingTarget: GameObject
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{field} - isResizing: bool
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{field} - originalMousePos: Vector3
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{field} - originalScale: Vector3
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{field} - currentResizeAxis: ResizeAxis
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{method} - Start()
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{method} - LoadPrefabs()
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{method} - GenerateButtons()
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{method} - ClearCurrentButtons()
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{method} + NextPage()
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{method} + PreviousPage()
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{method} - SelectPrefab(prefab: GameObject)
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{method} - Update()
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{method} - PlaceBlock()
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{method} - TrySnapToNearbyBlock()
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{method} - InstantiateAndPrepare(prefab: GameObject, scaleOverride: Vector3?)
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{method} - HandleBlockRotation()
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}
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LevelEditor o--> blockGroupContainer : <<References>>
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LevelEditor --> buttonPrefabTemplate : <<References>>
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LevelEditor *--> blockPrefabs : <<Owns>>
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LevelEditor *--> currentButtons : <<Owns>>
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LevelEditor o--> currentBlock : <<References>>
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LevelEditor o--> resizingTarget : <<References>>
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LevelEditor *--> ResizeAxis : <<Has>>
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enum ResizeAxis <<enumeration>> {
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None
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Horizontal
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Vertical
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}
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class LevelElement {
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{field} + type: string
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{field} + x: float
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{field} + y: float
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{field} + scaleX: float
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{field} + scaleY: float
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}
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class Level {
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{field} + {static} {readOnly} LAST_X: Integer = 15
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{field} + JsonName: string {get} {set}
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{field} + TotalJumps: Integer {get} {set}
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{field} + TotalAttempts: Integer {get} {set}
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{field} + ProgressionPercent: Integer {get} {set}
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{field} + ProgressionPercentMax: Integer {get} {set}
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{field} + name: string
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{field} + musicName: string
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{field} + order: Integer
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{field} + elements: List<LevelElement>
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{field} + LastX: float {get}
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{method} + {static} CreateFromJSON(jsonString: string): Level
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}
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Level *--> LevelElement : <<Composed of>>
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class JSONImporter {
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{field} + statusText: TMP_Text
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{method} - Awake()
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{method} - Start()
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{method} + ImportJSON()
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{method} - ShowFileBrowser(): IEnumerator
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{method} - UpdateStatus(message: string, color: Color)
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}
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JSONImporter --> TMP_Text : <<References>>
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class JSONExporter {
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{field} + statusText: TMP_Text
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{field} - editor: LevelEditor
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{field} - levelsFolder: string
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{method} - Awake()
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{method} - Start()
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{method} + ExportJSON()
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{method} - ShowSaveDialog(): IEnumerator
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{method} - SetStatus(message: string, color: Color)
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}
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JSONExporter o--> LevelEditor : <<References>>
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JSONExporter --> TMP_Text : <<References>>
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class SerializableElement <<private>> {
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{field} + type: string
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{field} + x: float
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{field} + y: float
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{field} + scaleX: float
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{field} + scaleY: float
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}
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JSONExporter ..> SerializableElement : <<Uses>>
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class LevelData <<private>> {
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{field} + name: string
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{field} + musicName: string
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{field} + order: Integer
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{field} + elements: SerializableElement[*]
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}
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LevelData *--> SerializableElement : <<Composed of>>
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JSONExporter ..> LevelData : <<Uses>>
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interface IGameMode <<interface>> {
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{method} + Update(player: Player) {abstract}
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{method} + OnCollisionEnter(player: Player, collision: Collision2D) {abstract}
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{method} + OnCollisionExit(player: Player, collision: Collision2D) {abstract}
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}
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class ShipGameMode implements IGameMode {
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{field} - HorizontalSpeed: float {constant}
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{field} - JumpForce: float {constant}
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{field} - JumpKey: KeyCode {constant}
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{field} - UpperAngle: float {constant}
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{field} - LowerAngle: float {constant}
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{field} - RotationTransitionDuration: float {constant}
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{method} + Update(player: Player)
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{method} - GetCurrentZAngle(player: Player): float
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{method} - Jump(player: Player)
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{method} + OnCollisionEnter(player: Player, collision: Collision2D)
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{method} + OnCollisionExit(player: Player, collision: Collision2D)
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}
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ShipGameMode ..|> IGameMode
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ShipGameMode ..> Player : <<Uses>>
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class NormalGameMode implements IGameMode {
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{field} - HorizontalSpeed: float {constant}
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{field} - JumpForce: float {constant}
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{field} - JumpKey: KeyCode {constant}
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{field} - isRotating: bool
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{field} - targetRotationAngle: float
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{field} - rotationSpeed: float {readOnly}
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{method} + Update(player: Player)
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{method} - Jump(player: Player)
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{method} - PerformRotation(player: Player)
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{method} - IsJumping(player: Player): bool
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{method} - AlignRotation(player: Player)
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{method} - UpdateParticlePositionAndRotation(player: Player)
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{method} + OnCollisionEnter(player: Player, collision: Collision2D)
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{method} + OnCollisionExit(player: Player, collision: Collision2D)
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}
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NormalGameMode ..|> IGameMode
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NormalGameMode ..> Player : <<Uses>>
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' Tags
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class ShipPortal { }
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class CubePortal { }
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class BonusBoostSpeed { }
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class BonusSlowSpeed { }
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class Kill { }
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class Win { }
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class Ground { }
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class WinnerWall { }
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class Block { }
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class SmallObstacle { }
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class Spike { }
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class Portal { }
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class Bonus { }
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Player ..> ShipPortal : <<Uses Tag>>
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Player ..> CubePortal : <<Uses Tag>>
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Player ..> BonusBoostSpeed : <<Uses Tag>>
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Player ..> BonusSlowSpeed : <<Uses Tag>>
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ShipGameMode ..> Kill : <<Uses Tag>>
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ShipGameMode ..> Win : <<Uses Tag>>
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ShipGameMode ..> Ground : <<Uses Tag>>
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NormalGameMode ..> Kill : <<Uses Tag>>
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NormalGameMode ..> Win : <<Uses Tag>>
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LevelLoader ..> WinnerWall : <<Uses Prefab>>
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LevelLoader ..> Ground : <<Uses Prefab>>
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LevelEditor ..> Ground : <<Uses Tag>>
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LevelEditor ..> Block : <<Uses Tag>>
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LevelEditor ..> SmallObstacle : <<Uses Tag>>
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LevelEditor ..> Spike : <<Uses Tag>>
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LevelEditor ..> Portal : <<Uses Tag>>
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LevelEditor ..> Bonus : <<Uses Tag>>
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LevelsLoader ..> WinnerWall : <<Uses Prefab>>
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@enduml
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