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https://github.com/zoriya/Goulag-Prototype.git
synced 2026-06-05 02:49:17 +00:00
Solving conflict
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@@ -2,17 +2,27 @@
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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] 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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[Space]
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Rigidbody2D rb2;
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[SerializeField]
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float sensiX = 1;
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[SerializeField]
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float sensiY = 1;
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float sensiY = 1;
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private float vertical;
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[SerializeField]
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float DownDetector = 1;
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[SerializeField]
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float echo_act_3 = 10;
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int layerMask = 1 << 9;
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int layerMask = 1 << 9;
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private bool IsGrounded = true;
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RaycastHit2D hit;
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SpriteRenderer rend;
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@@ -22,28 +32,26 @@ public class PlayerController : MonoBehaviour
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GameObject GameManager;
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void Start ()
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void Start()
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{
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rb2 = gameObject.GetComponent<Rigidbody2D>();
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layerMask = ~layerMask;
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rend = gameObject.GetComponent<SpriteRenderer>();
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GameManager = GameObject.FindGameObjectWithTag("GameManager");
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}
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void Update ()
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void Update()
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{
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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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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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@@ -51,6 +59,8 @@ public class PlayerController : MonoBehaviour
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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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@@ -65,28 +75,27 @@ 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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float horizontal = Input.GetAxisRaw("Horizontal") * sensiX;
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float rawtical = Input.GetAxisRaw("Vertical") * sensiY;
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float horizontal = Input.GetAxisRaw(Horizontal) * sensiX;
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float rawtical = Input.GetAxisRaw(Vertical) * sensiY;
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DectectInput(horizontal, rawtical);
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}
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void DectectInput(float horizontal, float rawtical)
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{
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//Ici on preprocess les inputs
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//Ici on preprocess les inputs
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switch (Mathf.RoundToInt(Input.GetAxisRaw("Vertical")))
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switch (Mathf.RoundToInt(vertical))
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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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@@ -95,8 +104,8 @@ public class PlayerController : MonoBehaviour
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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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if (hit.collider == null)
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{
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IsGrounded = false;
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}
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@@ -131,16 +140,16 @@ public class PlayerController : MonoBehaviour
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rend.flipX = false;
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}
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if(vertical > 0)
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if (vertical > 0)
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{
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rend.flipY = true;
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rend.flipY = true;
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}
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else
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{
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rend.flipY = false;
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}
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rb2.AddForce(new Vector2(horizontal, vertical)*Time.deltaTime, ForceMode2D.Impulse);
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rb2.AddForce(new Vector2(horizontal, vertical) * Time.deltaTime, ForceMode2D.Impulse);
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}
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#endregion
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public void Die()
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