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This commit is contained in:
Djalim Simaila 2023-03-22 15:41:26 +01:00 committed by Solène
parent da788aa07a
commit 36e3f7492a
1032 changed files with 85675 additions and 0 deletions

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.gitignore vendored Normal file
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# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Mm]emoryCaptures/
# Asset meta data should only be ignored when the corresponding asset is also ignored
!/[Aa]ssets/**/*.meta
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.unitypackage
# Crashlytics generated file
crashlytics-build.properties

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{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraManager : MonoBehaviour
{
[SerializeField]GameObject playerRef;
Vector3 ref_Velocity = Vector3.zero;
float smoothTime = 0.2f;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
Vector3 targetPOsition = new Vector3(playerRef.transform.position.x, playerRef.transform.position.y, -10);
// permet de pouvoir la lock plus tar, ducoup on parente pas dans unity pour avoir totalement la main dessus
gameObject.transform.position = Vector3.SmoothDamp(gameObject.transform.position, targetPOsition, ref ref_Velocity, smoothTime);
// SmoothDamp ralenti doucement la fin du mouvement
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class LifeCountUI : MonoBehaviour
{
public Image[] lives;
public int livesRemaining;
public void LoseLife()
{
// Diminue la valeur de "livesRemaining"
livesRemaining--;
//Cache une des vies (images)
lives[livesRemaining].enabled = false;
//Si on n'a plus de vie, on perd
if (livesRemaining == 0)
{
Debug.Log("YOU LOST");
}
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.Return))
LoseLife();
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/*
DONE
- Dash done
- Courir done ----------------->(Sunny a un saut amplifié quand tu sautes en pentes ou en prenant de l'elant avec la course)
- S'accroupir done ------------>(Il peut crouch et courir en même temps)
- Climb done ------------------>(Faire en sorte que si tu lache la touche, Sunny tombe du Ladders, Debuger l'animation de saut sur le Ladders)
DOING
- Une zone ou tu es ralenti
- Un objet immobile qui te ferait -1 de dégât si tu le touche (exemple, une barrière )
- 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
TODO
- Une barre de vie constituer de 9 coeurs
- Respawn & Checkpoint
- MAYBE mettre une stamina uniquement sur le Climb
- Collectibles
- Se faire poursuivre par le chien, si il nous touche, on dead
*/
public class Player : MonoBehaviour
{
private Rigidbody2D rb;
private SpriteRenderer sr;
private Animator animController;
private Vector2 ref_velocity = Vector2.zero;
private float originalGravity = 3f;
private float walkingSpeed = 400f;
private float runningSpeed = 800f;
//Lui mettre son animation, idem pour la course, le dash & le climb
private float crouchingSpeed = 200f;
private float climbingSpeed = 300f;
private float horizontalValue;
private float verticalValue;
//SerializeField sert à afficher les paramètres dans le player
//Le dash limit sert à mettre une Limite de Dash, je peux le changer directement dans le "Inspector" du player.
[SerializeField] private int dashLimit = 1;
[SerializeField] private int currentDash;
[SerializeField] private float jumpForce = 10f;
private bool canCrouch = false;
private bool grounded = false;
private bool canClimb = true;
private bool canJump = true;
private bool canRun = true;
private bool canDash = true;
private bool isCrouching = false;
private bool isClimbing = false;
private bool isJumping = false;
private bool isRunning = false;
private bool isDashing = false;
//C'est la force du dash en vertical et horizontal. Sunny se tourne automatiquement vers la droite, à modifier.
//Sunny dash vers le haut uniquement si Sunny touche le sol (appuie sur shift flèche du haut)
//Si Sunny dash vers le haut en sauter, ca arrête sa force et il tombe
[SerializeField] private float horizontalDashingPower = 24f;
[SerializeField] private float verticalDashingPower = 14f;
[SerializeField] private float dashingTime = 0.001f;
//Le chiffre inscrit correspond au temps avant que Sunny puisse re-sauter.
[SerializeField] private float dashingCooldown = 1f;
//////////////////////////////////////////////////////////////
// //
// //
// Fonction d'initialisation //
// //
// //
//////////////////////////////////////////////////////////////
// Start is called before the first frame update
void Start()
{
rb = GetComponent<Rigidbody2D>();
sr = GetComponent<SpriteRenderer>();
animController = GetComponent<Animator>();
currentDash = dashLimit;
}
//////////////////////////////////////////////////////////////
// //
// //
// Fonctions d'updates //
// //
// //
//////////////////////////////////////////////////////////////
// Update is called once per frame
void Update()
{
if (isDashing)
{
return;
}
//Gère l'orientation du sprite en horizontal
horizontalValue = Input.GetAxis("Horizontal");
if (horizontalValue < 0) sr.flipX = true;
else if (horizontalValue > 0) sr.flipX = false;
//animController.SetBool("Running", horizontalValue != 0);
animController.SetFloat("speed", Mathf.Abs(horizontalValue));
verticalValue = Input.GetAxis("Vertical");
if (Input.GetKeyDown(KeyCode.Space) && canJump)
{
isJumping = true;
animController.SetBool("Jumping", true);
}
HanddleRun();
HanddleCrouch();
animController.SetFloat("speed", Mathf.Abs(horizontalValue));
//Rémi a dit qu'il était pas fan du Coroutine, donc si vous arrivez à modifier c'est tant mieux
if (Input.GetKeyDown(KeyCode.LeftShift) && canDash && currentDash > 0)
{
StartCoroutine(Dash());
}
}
void FixedUpdate()
{
if (isDashing)
{
return;
}
if (isJumping)
{
grounded = false;
isJumping = false;
rb.AddForce(new Vector2(0, jumpForce), ForceMode2D.Impulse);
canJump = false;
}
// Si tu cours pas, est ce que tu climb ? Si tu climb pas, est-ce que
// tu crouch? Si tu cours pas, tu climb, tu crouch pas, c'est que tu marches
float speedModifer;
if (isRunning)
{
speedModifer = runningSpeed;
}
else if (isClimbing)
{
speedModifer = climbingSpeed;
}
else if (isCrouching)
{
speedModifer = crouchingSpeed;
}
else
{
speedModifer = walkingSpeed;
}
Vector2 horizontalVelocity = new Vector2(horizontalValue * speedModifer * Time.fixedDeltaTime, rb.velocity.y);
Vector2 verticalVelocity = new Vector2(rb.velocity.x, verticalValue * speedModifer * Time.fixedDeltaTime);
Vector2 targetVelocity = new Vector2();
if (isClimbing){
targetVelocity += verticalVelocity;
}
targetVelocity += horizontalVelocity;
rb.velocity = Vector2.SmoothDamp(rb.velocity, targetVelocity, ref ref_velocity, 0.05f);
}
private void OnTriggerStay2D(Collider2D collision)
{
if(collision.gameObject.CompareTag("Ladders"))
{
isClimbing = true;
grounded = false;
rb.gravityScale = 0f;
rb.velocity = new Vector2();
animController.SetBool("Climbing", true);
}
currentDash = dashLimit;
grounded = true;
canJump = true;
}
private void OnTriggerExit2D(Collider2D collision)
{
if (collision.gameObject.CompareTag("Ladders"))
{
isClimbing = false;
grounded = true;
rb.gravityScale = originalGravity;
rb.velocity = new Vector2();
animController.SetBool("Climbing", false);
}
}
private void OnTriggerEnter2D(Collider2D collision)
{
animController.SetBool("Jumping", false);
}
//////////////////////////////////////////////////////////////
// //
// //
// Fonctions de mouvements //
// //
// //
//////////////////////////////////////////////////////////////
void HanddleRun(){
if (Input.GetKeyDown(KeyCode.LeftControl) && canRun)
{
isRunning = true;
animController.SetBool("Running", true);
}
if (Input.GetKeyUp(KeyCode.LeftControl) && canRun)
{
isRunning = false;
animController.SetBool("Running", false);
}
}
void HanddleCrouch(){
if (Input.GetKeyDown(KeyCode.LeftAlt))
{
isCrouching = true;
animController.SetBool("Crouching", true);
}
if (Input.GetKeyUp(KeyCode.LeftAlt))
{
isCrouching = false;
animController.SetBool("Crouching", false);
}
}
private IEnumerator Dash()
{
currentDash--;
//Pour dash vers le haut, clic, flèche haut puis left
//Ces lignes permettent de dash dans toute les directions
Vector2 DashDirection = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
DashDirection = DashDirection.normalized;
DashDirection = new Vector2(DashDirection.x * horizontalDashingPower, DashDirection.y * verticalDashingPower);
if (!isRunning)
{
rb.velocity += DashDirection;
}
//Je crois que "return" est utilisé pour relancer le code dès que Sunny a toucher le sol
yield return new WaitForSeconds(dashingTime);
isDashing = false;
yield return new WaitForSeconds(dashingCooldown);
canDash = true;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class controller_01 : MonoBehaviour
{
Rigidbody2D rb;
SpriteRenderer sr;
Animator animController;
float horizontal_value;
Vector2 ref_velocity = Vector2.zero;
float jumpForce = 10f;
[SerializeField] float moveSpeed_horizontal = 400f;
[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
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)
{
is_jumping = false;
rb.AddForce(new Vector2(0, jumpForce), ForceMode2D.Impulse);
can_jump = false;
}
Vector2 target_velocity = new Vector2(horizontal_value * moveSpeed_horizontal * Time.fixedDeltaTime, rb.velocity.y);
rb.velocity = Vector2.SmoothDamp(rb.velocity, target_velocity, ref ref_velocity, smooth_time);
}
private void OnTriggerStay2D(Collider2D collision)
{
can_jump = true;
// Debug.Log(collision.gameObject.tag);
}
private void OnTriggerEnter2D(Collider2D collision)
{
animController.SetBool("Jumping", false);
}
}

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