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60
.gitignore
vendored
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60
.gitignore
vendored
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# This .gitignore file should be placed at the root of your Unity project directory
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#
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||||
# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
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||||
#
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||||
/[Ll]ibrary/
|
||||
/[Tt]emp/
|
||||
/[Oo]bj/
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||||
/[Bb]uild/
|
||||
/[Bb]uilds/
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||||
/[Ll]ogs/
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||||
/[Mm]emoryCaptures/
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||||
|
||||
# Asset meta data should only be ignored when the corresponding asset is also ignored
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!/[Aa]ssets/**/*.meta
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||||
|
||||
# Uncomment this line if you wish to ignore the asset store tools plugin
|
||||
# /[Aa]ssets/AssetStoreTools*
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||||
|
||||
# Autogenerated Jetbrains Rider plugin
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[Aa]ssets/Plugins/Editor/JetBrains*
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||||
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||||
# Visual Studio cache directory
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.vs/
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|
||||
# Gradle cache directory
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.gradle/
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||||
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||||
# Autogenerated VS/MD/Consulo solution and project files
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ExportedObj/
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.consulo/
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||||
*.csproj
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*.unityproj
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||||
*.sln
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*.suo
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*.tmp
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||||
*.user
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||||
*.userprefs
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||||
*.pidb
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*.booproj
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*.svd
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*.pdb
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||||
*.mdb
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||||
*.opendb
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||||
*.VC.db
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||||
|
||||
# Unity3D generated meta files
|
||||
*.pidb.meta
|
||||
*.pdb.meta
|
||||
*.mdb.meta
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||||
|
||||
# Unity3D generated file on crash reports
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||||
sysinfo.txt
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||||
|
||||
# Builds
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*.apk
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*.unitypackage
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||||
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||||
# Crashlytics generated file
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crashlytics-build.properties
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||||
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||||
6
.vsconfig
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6
.vsconfig
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{
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||||
"version": "1.0",
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"components": [
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"Microsoft.VisualStudio.Workload.ManagedGame"
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]
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||||
}
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||||
8
Assets/Scenes.meta
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8
Assets/Scenes.meta
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||||
fileFormatVersion: 2
|
||||
guid: 131a6b21c8605f84396be9f6751fb6e3
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||||
folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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||||
userData:
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||||
assetBundleName:
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assetBundleVariant:
|
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37793
Assets/Scenes/SampleScene.unity
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37793
Assets/Scenes/SampleScene.unity
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File diff suppressed because it is too large
Load Diff
7
Assets/Scenes/SampleScene.unity.meta
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7
Assets/Scenes/SampleScene.unity.meta
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fileFormatVersion: 2
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||||
guid: 2cda990e2423bbf4892e6590ba056729
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||||
DefaultImporter:
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externalObjects: {}
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userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
8
Assets/Script.meta
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8
Assets/Script.meta
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||||
fileFormatVersion: 2
|
||||
guid: 1cf856cca76681d4eb19a9f899692832
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||||
folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
|
||||
28
Assets/Script/CameraManager.cs
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28
Assets/Script/CameraManager.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class CameraManager : MonoBehaviour
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{
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[SerializeField]GameObject playerRef;
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Vector3 ref_Velocity = Vector3.zero;
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float smoothTime = 0.2f;
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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Vector3 targetPOsition = new Vector3(playerRef.transform.position.x, playerRef.transform.position.y, -10);
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// permet de pouvoir la lock plus tar, ducoup on parente pas dans unity pour avoir totalement la main dessus
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gameObject.transform.position = Vector3.SmoothDamp(gameObject.transform.position, targetPOsition, ref ref_Velocity, smoothTime);
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// SmoothDamp ralenti doucement la fin du mouvement
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}
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}
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11
Assets/Script/CameraManager.cs.meta
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11
Assets/Script/CameraManager.cs.meta
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fileFormatVersion: 2
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||||
guid: a3acad0a8c9fca940ad736f29bce7bb0
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MonoImporter:
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externalObjects: {}
|
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serializedVersion: 2
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||||
defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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31
Assets/Script/LifeCountUI.cs
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31
Assets/Script/LifeCountUI.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class LifeCountUI : MonoBehaviour
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{
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public Image[] lives;
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public int livesRemaining;
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public void LoseLife()
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{
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// Diminue la valeur de "livesRemaining"
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livesRemaining--;
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//Cache une des vies (images)
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lives[livesRemaining].enabled = false;
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//Si on n'a plus de vie, on perd
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if (livesRemaining == 0)
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{
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Debug.Log("YOU LOST");
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}
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}
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private void Update()
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{
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if (Input.GetKeyDown(KeyCode.Return))
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LoseLife();
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}
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}
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11
Assets/Script/LifeCountUI.cs.meta
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11
Assets/Script/LifeCountUI.cs.meta
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fileFormatVersion: 2
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guid: d3205be15ba895949a69c64c6c9307ef
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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258
Assets/Script/Player.cs
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258
Assets/Script/Player.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/*
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DONE
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- Dash done
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- Courir done ----------------->(Sunny a un saut amplifié quand tu sautes en pentes ou en prenant de l'elant avec la course)
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- S'accroupir done ------------>(Il peut crouch et courir en même temps)
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- Climb done ------------------>(Faire en sorte que si tu lache la touche, Sunny tombe du Ladders, Debuger l'animation de saut sur le Ladders)
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DOING
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- Une zone ou tu es ralenti
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- Un objet immobile qui te ferait -1 de dégât si tu le touche (exemple, une barrière )
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- Un objet qui te ferait -1 de dégât si il te tombe dessus. (Ex: une caisse tombe du ciel quand le chat passe en des
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TODO
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- Une barre de vie constituer de 9 coeurs
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- Respawn & Checkpoint
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- MAYBE mettre une stamina uniquement sur le Climb
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- Collectibles
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- Se faire poursuivre par le chien, si il nous touche, on dead
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*/
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public class Player : MonoBehaviour
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{
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private Rigidbody2D rb;
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private SpriteRenderer sr;
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private Animator animController;
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private Vector2 ref_velocity = Vector2.zero;
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private float originalGravity = 3f;
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private float walkingSpeed = 400f;
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private float runningSpeed = 800f;
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//Lui mettre son animation, idem pour la course, le dash & le climb
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private float crouchingSpeed = 200f;
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private float climbingSpeed = 300f;
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private float horizontalValue;
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private float verticalValue;
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//SerializeField sert à afficher les paramètres dans le player
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//Le dash limit sert à mettre une Limite de Dash, je peux le changer directement dans le "Inspector" du player.
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[SerializeField] private int dashLimit = 1;
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[SerializeField] private int currentDash;
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[SerializeField] private float jumpForce = 10f;
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private bool canCrouch = false;
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private bool grounded = false;
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private bool canClimb = true;
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private bool canJump = true;
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private bool canRun = true;
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private bool canDash = true;
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private bool isCrouching = false;
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private bool isClimbing = false;
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private bool isJumping = false;
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private bool isRunning = false;
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private bool isDashing = false;
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//C'est la force du dash en vertical et horizontal. Sunny se tourne automatiquement vers la droite, à modifier.
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//Sunny dash vers le haut uniquement si Sunny touche le sol (appuie sur shift flèche du haut)
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//Si Sunny dash vers le haut en sauter, ca arrête sa force et il tombe
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[SerializeField] private float horizontalDashingPower = 24f;
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[SerializeField] private float verticalDashingPower = 14f;
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[SerializeField] private float dashingTime = 0.001f;
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//Le chiffre inscrit correspond au temps avant que Sunny puisse re-sauter.
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[SerializeField] private float dashingCooldown = 1f;
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//////////////////////////////////////////////////////////////
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// //
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// //
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// Fonction d'initialisation //
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// //
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// //
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//////////////////////////////////////////////////////////////
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// Start is called before the first frame update
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void Start()
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{
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rb = GetComponent<Rigidbody2D>();
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sr = GetComponent<SpriteRenderer>();
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animController = GetComponent<Animator>();
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currentDash = dashLimit;
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}
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//////////////////////////////////////////////////////////////
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// //
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// //
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// Fonctions d'updates //
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// //
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// //
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//////////////////////////////////////////////////////////////
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// Update is called once per frame
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void Update()
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{
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if (isDashing)
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{
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return;
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}
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//Gère l'orientation du sprite en horizontal
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horizontalValue = Input.GetAxis("Horizontal");
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if (horizontalValue < 0) sr.flipX = true;
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else if (horizontalValue > 0) sr.flipX = false;
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//animController.SetBool("Running", horizontalValue != 0);
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animController.SetFloat("speed", Mathf.Abs(horizontalValue));
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verticalValue = Input.GetAxis("Vertical");
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if (Input.GetKeyDown(KeyCode.Space) && canJump)
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{
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isJumping = true;
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animController.SetBool("Jumping", true);
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}
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HanddleRun();
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HanddleCrouch();
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animController.SetFloat("speed", Mathf.Abs(horizontalValue));
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//Rémi a dit qu'il était pas fan du Coroutine, donc si vous arrivez à modifier c'est tant mieux
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if (Input.GetKeyDown(KeyCode.LeftShift) && canDash && currentDash > 0)
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{
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StartCoroutine(Dash());
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}
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}
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void FixedUpdate()
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{
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if (isDashing)
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{
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return;
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}
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if (isJumping)
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{
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grounded = false;
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isJumping = false;
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rb.AddForce(new Vector2(0, jumpForce), ForceMode2D.Impulse);
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canJump = false;
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}
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// Si tu cours pas, est ce que tu climb ? Si tu climb pas, est-ce que
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// tu crouch? Si tu cours pas, tu climb, tu crouch pas, c'est que tu marches
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float speedModifer;
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if (isRunning)
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{
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speedModifer = runningSpeed;
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}
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else if (isClimbing)
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{
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speedModifer = climbingSpeed;
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}
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else if (isCrouching)
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{
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speedModifer = crouchingSpeed;
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}
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else
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{
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speedModifer = walkingSpeed;
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}
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Vector2 horizontalVelocity = new Vector2(horizontalValue * speedModifer * Time.fixedDeltaTime, rb.velocity.y);
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Vector2 verticalVelocity = new Vector2(rb.velocity.x, verticalValue * speedModifer * Time.fixedDeltaTime);
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Vector2 targetVelocity = new Vector2();
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if (isClimbing){
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targetVelocity += verticalVelocity;
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}
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targetVelocity += horizontalVelocity;
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rb.velocity = Vector2.SmoothDamp(rb.velocity, targetVelocity, ref ref_velocity, 0.05f);
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}
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private void OnTriggerStay2D(Collider2D collision)
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{
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if(collision.gameObject.CompareTag("Ladders"))
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{
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isClimbing = true;
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grounded = false;
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rb.gravityScale = 0f;
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rb.velocity = new Vector2();
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animController.SetBool("Climbing", true);
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}
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currentDash = dashLimit;
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grounded = true;
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canJump = true;
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}
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private void OnTriggerExit2D(Collider2D collision)
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{
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if (collision.gameObject.CompareTag("Ladders"))
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{
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isClimbing = false;
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grounded = true;
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rb.gravityScale = originalGravity;
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rb.velocity = new Vector2();
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animController.SetBool("Climbing", false);
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}
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}
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private void OnTriggerEnter2D(Collider2D collision)
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{
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animController.SetBool("Jumping", false);
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}
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//////////////////////////////////////////////////////////////
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// //
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// //
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||||
// Fonctions de mouvements //
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// //
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// //
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//////////////////////////////////////////////////////////////
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void HanddleRun(){
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if (Input.GetKeyDown(KeyCode.LeftControl) && canRun)
|
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{
|
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isRunning = true;
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animController.SetBool("Running", true);
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}
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if (Input.GetKeyUp(KeyCode.LeftControl) && canRun)
|
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{
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isRunning = false;
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animController.SetBool("Running", false);
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}
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}
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void HanddleCrouch(){
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if (Input.GetKeyDown(KeyCode.LeftAlt))
|
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{
|
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isCrouching = true;
|
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animController.SetBool("Crouching", true);
|
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}
|
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if (Input.GetKeyUp(KeyCode.LeftAlt))
|
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{
|
||||
isCrouching = false;
|
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animController.SetBool("Crouching", false);
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}
|
||||
}
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|
||||
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private IEnumerator Dash()
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{
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currentDash--;
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//Pour dash vers le haut, clic, flèche haut puis left
|
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//Ces lignes permettent de dash dans toute les directions
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Vector2 DashDirection = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
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DashDirection = DashDirection.normalized;
|
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DashDirection = new Vector2(DashDirection.x * horizontalDashingPower, DashDirection.y * verticalDashingPower);
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||||
if (!isRunning)
|
||||
{
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rb.velocity += DashDirection;
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}
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||||
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|
||||
//Je crois que "return" est utilisé pour relancer le code dès que Sunny a toucher le sol
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||||
yield return new WaitForSeconds(dashingTime);
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||||
isDashing = false;
|
||||
yield return new WaitForSeconds(dashingCooldown);
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||||
canDash = true;
|
||||
}
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||||
}
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11
Assets/Script/Player.cs.meta
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11
Assets/Script/Player.cs.meta
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fileFormatVersion: 2
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guid: 276d27c42c7ba0445aa4545285d9cbe6
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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userData:
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assetBundleName:
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assetBundleVariant:
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65
Assets/Script/controller_01.cs
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65
Assets/Script/controller_01.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class controller_01 : MonoBehaviour
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||||
{
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Rigidbody2D rb;
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||||
SpriteRenderer sr;
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||||
Animator animController;
|
||||
|
||||
float horizontal_value;
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||||
Vector2 ref_velocity = Vector2.zero;
|
||||
|
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float jumpForce = 10f;
|
||||
|
||||
[SerializeField] float moveSpeed_horizontal = 400f;
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[SerializeField] bool is_jumping = false;
|
||||
[SerializeField] bool can_jump = false;
|
||||
[Range(0, 1)] [SerializeField] float smooth_time = 0.05f;
|
||||
|
||||
|
||||
// Start is called before the first frame update
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||||
void Start()
|
||||
{
|
||||
rb = GetComponent<Rigidbody2D>();
|
||||
sr = GetComponent<SpriteRenderer>();
|
||||
animController = GetComponent<Animator>();
|
||||
}
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
horizontal_value = Input.GetAxis("Horizontal");
|
||||
|
||||
animController.SetFloat("speed", Mathf.Abs(horizontal_value));
|
||||
sr.flipX = horizontal_value < 0;
|
||||
|
||||
if (Input.GetButtonDown("Jump") && can_jump)
|
||||
{
|
||||
is_jumping = true;
|
||||
animController.SetBool("Jumping", true);
|
||||
}
|
||||
}
|
||||
void FixedUpdate()
|
||||
{
|
||||
if (is_jumping && can_jump)
|
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{
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// Debug.Log(collision.gameObject.tag);
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{
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