CODE
Creation d'une zone runner Correction de bug tel que la vie
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@ -4,11 +4,9 @@ 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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[SerializeField] GameObject playerRef;
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Vector3 ref_Velocity = Vector3.zero;
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float smoothTime = 0.2f;
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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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@ -18,11 +16,5 @@ public class CameraManager : MonoBehaviour
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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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47
Assets/Script/CameraRun.cs
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47
Assets/Script/CameraRun.cs
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@ -0,0 +1,47 @@
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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 Cinemachine;
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using UnityEngine.UI;
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public class CameraRun : MonoBehaviour
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{
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[SerializeField] private bool followPlayer = true;
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private GameObject player;
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private Player p;
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private GameObject camera;
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private Camera cam;
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private CinemachineVirtualCamera cvc;
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void Start(){
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player = GameObject.Find("Player");
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camera = GameObject.Find("CM vcam1");
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cam = GameObject.Find("Main Camera").GetComponent<Camera>();
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p = player.GetComponent<Player>();
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cvc = camera.GetComponent<CinemachineVirtualCamera>();
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}
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void Update(){
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if (player.transform.position.x < camera.transform.position.x - 10 - cam.orthographicSize/2 ||
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player.transform.position.x > camera.transform.position.x + 10 + cam.orthographicSize/2){
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p.hurt(999);
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if(!followPlayer){
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toggleFollowPlayer();
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}
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GameObject.Find("HADES").GetComponent<Ennemy>().reset();
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}
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}
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public void toggleFollowPlayer(){
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followPlayer = !followPlayer;
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if(followPlayer){
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cvc.Follow = player.transform;
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cvc.LookAt = player.transform;
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}
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else{
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gameObject.transform.position = player.transform.position;
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cvc.Follow = gameObject.transform;
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cvc.LookAt = gameObject.transform;
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}
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}
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}
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11
Assets/Script/CameraRun.cs.meta
Normal file
11
Assets/Script/CameraRun.cs.meta
Normal file
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: b3ab792f4889f824ba7637c58703cb97
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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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@ -6,13 +6,25 @@ using UnityEngine.UI;
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public class Damager : MonoBehaviour
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{
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[SerializeField] public int damageValue;
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bool isHurt = false;
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private void OnTriggerEnter2D(Collider2D collision)
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{
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if(collision.gameObject.CompareTag("Joueur"))
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{
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Player player = collision.gameObject.GetComponent<Player>();
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player.hurt(damageValue);
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if (isHurt == false)
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{
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isHurt = true;
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Player player = collision.gameObject.GetComponent<Player>();
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player.hurt(damageValue);
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}
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}
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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("Joueur"))
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{
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isHurt = false;
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}
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}
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@ -27,7 +27,7 @@ public class Ennemy : MonoBehaviour
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direction = direction.normalized;
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if (isAggro){
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direction *= speed;
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rb.velocity += new Vector2(direction.x, 0);
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rb.velocity = new Vector2(direction.x, 0);
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}
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}
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@ -35,4 +35,9 @@ public class Ennemy : MonoBehaviour
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isAggro = true;
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}
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public void reset(){
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isAggro = false;
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gameObject.transform.position = new Vector2(290, 6);
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}
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}
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@ -3,7 +3,7 @@ using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class Cloud : MonoBehaviour
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public class Move : MonoBehaviour
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{
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[SerializeField] private float speed = 1f;
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Rigidbody2D rb;
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@ -13,6 +13,6 @@ public class Cloud : MonoBehaviour
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}
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void FixedUpdate(){
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rb.velocity += new Vector2(speed,0);
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rb.velocity = new Vector2(speed,0);
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}
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}
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@ -10,6 +10,7 @@ public class Parralax : MonoBehaviour
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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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cam = GameObject.FindGameObjectWithTag("MainCamera");
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startpos = transform.position.x;
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length = GetComponent<SpriteRenderer>().bounds.size.x;
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}
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@ -4,27 +4,36 @@ using UnityEngine;
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/*
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DONE
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-
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DOING
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- Collectibles (ca donnerai un boost au chat pendant la course poursuite, maybe desactiver le dash pour pas pouvoir le spam)
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-Faire defiler les nuages, paralaxe
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BUG FIXES
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- S'accroupir done ------------> (Il peut crouch et courir en même temps) (PEUT-ÊTRE LE GARDER)
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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)rajouter une velocité
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de force moins forte pour pas qu'il y ai l'ajout de force sur les pentes
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- CROUCH BUG : exemple : si je marche mais que je veux crouch l'animation a une latence mais la lenteur du crouch est la (si j'appuie deux touches en mm temps)
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- Que la barre de vie soit de -1 en -1 et non pas de -2 en -2
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-Je voudrais que pendant la course poursuite, le chat ne puisse pas retourner en arrière, la camera avancerai, soit il meurt parce que le chien l'a touché, soit parce
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qu'il est trop loin dans la map, il aurait des boosts pour gagner du terrain sur le chien
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DOING
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Diminuer le player quand il crouch
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Mettre une fin a la course poursuite
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Faire mes UI start, crédit
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Mettre le crouch sur la fleche du bas et le jump sur la fleche du haut
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importer mes anims
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BUG FIXES
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- Je veux qu'on ai du mal a sauter dans le Mud, que les deplacements soit embourbés
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- Que la barre de vie soit de -1 en -1 et non pas de -2 en -2
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- Supprimer l'accélération sur le box collider des ladders
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faut separer les deux modificateur de vitesse dans le calcul de velocity, un pour le vertical, l'autre pour l'horizontal exemple : courrir = horizontal speed boost
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ca permet de mieux controller le climb
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UPDATE
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-Je voudrais que pendant la course poursuite, le chat ne puisse pas retourner en arrière, la camera avancerai, soit il meurt parce que le chien l'a touché, soit parce
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qu'il est trop loin dans la map, il aurait des boosts pour gagner du terrain sur le chien
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*/
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@ -43,11 +52,15 @@ public class Player : MonoBehaviour
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private float horizontalValue;
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private float verticalValue;
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[SerializeField] float bonusSpeed = 1.2f;
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[SerializeField]public float boostDuration = 5f;
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[SerializeField]private bool isBoostActive = false;
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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] public int health = 9;
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[SerializeField] private int dashLimit = 1;
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[SerializeField] private int currentDash;
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private int dashLimit = 1;
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private int currentDash;
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[SerializeField] private float jumpForce = 10f;
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private Vector2 spawnPoint = new Vector2(-28,0); //TODO set first spawn point
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private bool isSlowed = false;
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@ -65,11 +78,11 @@ public class Player : MonoBehaviour
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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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private float horizontalDashingPower = 24f;
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private float verticalDashingPower = 14f;
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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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private float dashingCooldown = 1f;
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//////////////////////////////////////////////////////////////
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// //
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@ -185,6 +198,10 @@ public class Player : MonoBehaviour
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speedModifer = speedModifer / 2.0f;
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}
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if (isBoostActive){
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speedModifer = speedModifer * bonusSpeed;
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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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@ -242,6 +259,10 @@ public class Player : MonoBehaviour
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if(collision.gameObject.CompareTag("Slowdown")){
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isSlowed = true;
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}
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if(collision.gameObject.CompareTag("Collectible")){
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collision.gameObject.SetActive(false);
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ActivateBoost();
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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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@ -325,5 +346,26 @@ public class Player : MonoBehaviour
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}
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}
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public void ActivateBoost()
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{
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if (!isBoostActive)
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{
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isBoostActive = true;
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Debug.Log("Boost activé pendant " + boostDuration + " secondes.");
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StartCoroutine(BoostCoroutine());
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}
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else
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{
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Debug.Log("Le boost est déjà actif.");
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}
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}
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private IEnumerator BoostCoroutine()
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{
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yield return new WaitForSeconds(boostDuration);
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isBoostActive = false;
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Debug.Log("Boost terminé.");
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}
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}
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@ -5,13 +5,29 @@ using UnityEngine.UI;
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public class TriggerDog : MonoBehaviour
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{
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private bool isTriggered = false;
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private void OnTriggerEnter2D(Collider2D collision)
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{
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if(collision.gameObject.CompareTag("Joueur"))
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{
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GameObject hades = GameObject.Find("HADES");
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Ennemy e = hades.GetComponent<Ennemy>();
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e.setAggro();
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if (!isTriggered){
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isTriggered = true;
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GameObject hades = GameObject.Find("HADES");
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Ennemy e = hades.GetComponent<Ennemy>();
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e.setAggro();
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GameObject follow = GameObject.Find("Camera Run");
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CameraRun cr = follow.GetComponent<CameraRun>();
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cr.toggleFollowPlayer();
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}
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}
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}
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private void OnTriggerExit2D(Collider2D collision){
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if(collision.gameObject.CompareTag("Joueur"))
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{
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if (isTriggered){
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isTriggered = false;
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}
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}
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}
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}
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@ -10,6 +10,7 @@ TagManager:
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- Joueur
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- Checkpoint
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- TriggerDog
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- Collectible
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layers:
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- Default
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- TransparentFX
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@ -19,12 +19,12 @@ MonoBehaviour:
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--- !u!114 &2
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MonoBehaviour:
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@ -41,14 +41,14 @@ MonoBehaviour:
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m_MaxSize: {x: 4000, y: 4000}
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m_TitleContent:
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@ -61,7 +61,7 @@ MonoBehaviour:
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@ -76,10 +76,10 @@ MonoBehaviour:
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@ -138,12 +138,12 @@ MonoBehaviour:
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--- !u!114 &4
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MonoBehaviour:
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@ -163,12 +163,12 @@ MonoBehaviour:
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--- !u!114 &5
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@ -186,8 +186,8 @@ MonoBehaviour:
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@ -211,14 +211,14 @@ MonoBehaviour:
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Loading…
Reference in New Issue
Block a user