cnam-geometry-dash/Documentation/UML/class-diagram.puml

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@startuml Geometry Dash - Diagramme de classe
skinparam style strictuml
skinparam classAttributeIconSize 0
skinparam classFontStyle Bold
hide enum methods
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 {
{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}
}
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}
{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 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>>
' 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