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https://github.com/zoriya/Goulag-Prototype.git
synced 2026-06-04 18:45:46 +00:00
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@@ -37,8 +37,8 @@ Transform:
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@@ -77,9 +77,9 @@ BoxCollider2D:
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adaptiveTilingThreshold: 0.5
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@@ -0,0 +1,21 @@
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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 GameManager : MonoBehaviour {
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[SerializeField]
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GameObject PlayerPrefab;
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[SerializeField]
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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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Instantiate(PlayerPrefab, RespawnPosition, Quaternion.identity);
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}
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IEnumerator WaitForRespawn()
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{
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yield return new WaitForSeconds(RespawnTime);
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}
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}
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@@ -0,0 +1,11 @@
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@@ -16,7 +16,11 @@ public class PlayerController : MonoBehaviour
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private bool IsGrounded = true;
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RaycastHit2D hit;
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SpriteRenderer rend;
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private Vector2 _lastpos = Vector2.zero;
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[SerializeField]
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AudioClip DeathSound;
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GameObject GameManager;
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void Start ()
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@@ -24,15 +28,19 @@ public class PlayerController : MonoBehaviour
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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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_lastpos = transform.position;
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GameManager = GameObject.FindGameObjectWithTag("GameManager");
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}
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void Update ()
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{
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DectectInput();
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}
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#region
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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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@@ -44,11 +52,19 @@ public class PlayerController : MonoBehaviour
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}
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}
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void DectectInput()
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void ShortInput()
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{
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float horizontal = Input.GetAxisRaw("Horizontal")*sensiX;
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float rawtical = Input.GetAxisRaw("Vertical")*sensiY;
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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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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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switch (Mathf.RoundToInt(Input.GetAxisRaw("Vertical")))
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{
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@@ -122,9 +138,14 @@ public class PlayerController : MonoBehaviour
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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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#endregion
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public void Die()
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{
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GameManager.GetComponent<AudioSource>().clip = DeathSound;
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GameManager.GetComponent<AudioSource>().Play();
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GameManager.GetComponent<GameManager>().Respawn();
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Debug.Log("Les vivants morts: ceux qui tolèrent l'injustice");
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Destroy(gameObject);
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}
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}
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