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https://github.com/zoriya/Goulag-Prototype.git
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@@ -9,6 +9,7 @@ public class GameManager : MonoBehaviour {
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float RespawnTime = 5;
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[SerializeField]
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Vector3 RespawnPosition;
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public void Respawn()
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{
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StartCoroutine("WaitForRespawn");
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@@ -3,14 +3,15 @@
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public class PlayerController : MonoBehaviour
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{
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//Definition des Inputs
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/*[HideInInspector]*/
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public string Horizontal;
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[HideInInspector]
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public string Horizontal;
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[HideInInspector] public string Vertical;
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[HideInInspector] public KeyCode JumpKey;
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[HideInInspector] public KeyCode UseKey;
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[HideInInspector] public KeyCode TakeKey;
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public bool setuped = false;
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//variable pour le movement processing
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[Space]
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Rigidbody2D rb2;
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[SerializeField]
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@@ -27,9 +28,10 @@ public class PlayerController : MonoBehaviour
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RaycastHit2D hit;
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SpriteRenderer rend;
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//variables de mort
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[SerializeField]
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AudioClip DeathSound;
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GameObject GameManager;
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@@ -47,19 +49,6 @@ public class PlayerController : MonoBehaviour
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ShortInput();
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}
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#region
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void OnCollisionEnter2D(Collision2D other)
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{
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if (other.transform != null && hit.transform != null)
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{
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if (other.transform.name == hit.transform.name)
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{
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IsGrounded = true;
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}
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}
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}
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void OnCollisionStay2D(Collision2D other)
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{
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if (other.transform != null && hit.transform != null)
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@@ -73,7 +62,7 @@ public class PlayerController : MonoBehaviour
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void ShortInput()
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{
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// Si il faut rajouter su code pour différencer les manettes c'est ici
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// Si il faut rajouter du code pour différencer les manettes c'est ici
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float horizontal = Input.GetAxisRaw(Horizontal) * sensiX;
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float rawtical = Input.GetAxisRaw(Vertical) * sensiY;
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@@ -84,30 +73,18 @@ public class PlayerController : MonoBehaviour
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{
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//Ici on preprocess les inputs
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switch (Mathf.RoundToInt(vertical))
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if (Input.GetKeyDown(JumpKey))
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{
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case 1:
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vertical = 1 * sensiY;
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break;
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case -1:
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break;
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case 0:
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vertical = 0;
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break;
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default:
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Debug.LogWarning("Somehow getaxis did not return -1,0,1");
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break;
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vertical = sensiY;
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}
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if (Input.GetKeyUp(JumpKey))
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{
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rb2.velocity = new Vector2(rb2.velocity.x, 1 / rb2.velocity.y);
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}
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hit = Physics2D.Raycast(transform.position, Vector2.down, DownDetector, layerMask);
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if (hit.collider == null)
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{
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IsGrounded = false;
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}
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hit = Physics2D.Raycast(transform.position, Vector2.down, DownDetector, layerMask);
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Move(horizontal, vertical);
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@@ -115,6 +92,7 @@ public class PlayerController : MonoBehaviour
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{
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rb2.gravityScale = echo_act_3;
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vertical = 0;
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IsGrounded = false;
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}
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else
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{
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