Merge branch 'main' of https://github.com/Crizomb/ProjetAMJV_CR
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commit
0e815e1a05
18 changed files with 32090 additions and 26395 deletions
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@ -23,6 +23,6 @@ public class CameraMouvement : MonoBehaviour
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void Update()
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{
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var mouvement = moveSpeed * Time.deltaTime * (new Vector3(_moveInput.y, 0, -_moveInput.x));
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transform.Translate(mouvement, Space.World);
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transform.Translate(transform.TransformVector(mouvement), Space.World);
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}
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}
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@ -7,8 +7,8 @@ using UnityEngine.SceneManagement;
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public class GameManager : MonoBehaviourSingletonPersistent<GameManager>
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{
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[SerializeField] private List<string> levelNames;
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int current_level = 0;
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[SerializeField] private List<int> levelsMoney;
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int current_level = -1;
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[SerializeField] GameObject GameUI;
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[SerializeField] GameObject LoseUI;
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@ -18,7 +18,7 @@ public class GameManager : MonoBehaviourSingletonPersistent<GameManager>
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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GoNextLevel();
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}
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// Update is called once per frame
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@ -39,15 +39,30 @@ public class GameManager : MonoBehaviourSingletonPersistent<GameManager>
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unit.StartFight();
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}
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}
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private void SetGlobals(int current_level)
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{
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GlobalsVariable.AliveUnitsTeamB = new List<AbstractUnit>();
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GlobalsVariable.AliveUnitsTeamA = new List<AbstractUnit>();
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GlobalsVariable.QueenA = null;
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GlobalsVariable.QueenB = null;
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GlobalsVariable.money = levelsMoney[current_level];
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}
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public void ReloadLevel()
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{
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print("get good, reload current scene");
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SetGlobals(current_level);
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SceneManager.LoadSceneAsync(SceneManager.GetActiveScene().name);
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}
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public void GoNextLevel()
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{
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if (current_level < levelNames.Count)
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{
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current_level++;
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SetGlobals(current_level);
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SceneManager.LoadScene(levelNames[current_level]);
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return;
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}
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throw new Exception("Bro there is no next level like stop pls");
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@ -52,13 +52,10 @@ public class HealthHandler : MonoBehaviour
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return;
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}
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GlobalsVariable.AliveUnitsTeamB = new List<AbstractUnit>();
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GlobalsVariable.AliveUnitsTeamA = new List<AbstractUnit>();
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if (deathState == DeathSate.QueenBDead)
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{
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print("get good, reload current scene");
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SceneManager.LoadSceneAsync(SceneManager.GetActiveScene().name);
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GameManager.Instance.ReloadLevel();
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}
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if (deathState == DeathSate.QueenADead)
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@ -31,6 +31,14 @@ public class MinecraftUnit : AbstractUnit
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if (IsQueen)
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{
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transform.Find("Crown").gameObject.SetActive(true);
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if (IsTeamA)
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{
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GlobalsVariable.QueenA = this;
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}
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else
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{
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GlobalsVariable.QueenB = this;
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}
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}
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}
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