integration

bad other team code on another branch
This commit is contained in:
Crizomb 2025-01-28 23:58:50 +01:00
parent 7925fd966a
commit 521a62973a
278 changed files with 11344 additions and 0 deletions

89
Assets/ExplosifDuck.cs Executable file
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using System.Collections;
using UnityEngine;
public class ExplosifDuck : MonoBehaviour
{
private Rigidbody rib;
float Speed;
float Cooldown=10.0f;
[SerializeField] float explosionRadius;
[SerializeField] float explosionForce;
[SerializeField] float RangeExplosion;
private float upwardModifier = 0.0f;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
GetComponent<AttackCAC>().changeCACouDistance(true);
Speed = GetComponent<BaseDuckScript>().getSpeed();
AttackCAC.ATTACK += Attack;
}
void Attack()
{
Debug.Log("Attaque");
Explode();
}
// Update is called once per frame
void Update()
{
GameObject Target = GetComponent<AttackCAC>().GetTarget();
if (Target != null)
{
Vector3 RangeWeapon = Target.transform.position - transform.position;
if (RangeWeapon.magnitude < RangeExplosion)
{
Attack();
}
}
if (Input.GetKey(KeyCode.B))
{
StartCoroutine(Boost());
}
if (Input.GetKeyDown(KeyCode.P))
{
Debug.Log("Explosion");
Explode();
}
}
//Le speed est utilisé ici pour son spécial lui permettant de boost. On peut créer une fonction public dans BaseDuckScript getSpeed
//Et changeSpeed permettant de manipuler la Speed du duck. Vestige de l'ancien code qui ne mérite pas d'être supprimé actuellement
//C'est un cut content, donc ça passe
IEnumerator Boost()
{
Speed=12.0f;
yield return new WaitForSeconds(Cooldown);
Speed = 6.0f;
}
//Prend tout les rigidbody sauf le sien et leurs applique une force pour les expulser
void Explode()
{
rib = GetComponent<Rigidbody>();
Vector3 explosionPosition = transform.position;
Collider[] colliders = Physics.OverlapSphere(explosionPosition, explosionRadius);
foreach (Collider collider in colliders)
{
Rigidbody rb = collider.GetComponent<Rigidbody>();
if (rb != null & rb != rib)
{
rb.AddExplosionForce(explosionForce, explosionPosition, explosionRadius, upwardModifier, ForceMode.Impulse);
}
}
Destroy(this.gameObject);
}
//On tue le signal pour eviter tout problemes (conseil de Game Jam)
void OnDestroy()
{
AttackCAC.ATTACK -= Attack;
}
}

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23
Assets/Lazer.cs Executable file
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using UnityEngine;
public class Lazer : MonoBehaviour
{
private float i = 0.0f;
public float damage;
public GameObject parent;
// Start is called once before the first execution of Update after the MonoBehaviour is created
private void OnTriggerEnter(Collider other)
{
//Uniformisation des codes de balles, pour la détruire au 2e impact avec un collider dû au fait qu'elle spawn DANS un collider
//Reste clairement Junky et est sujet à amélioration
i += 1;
if (i>0)
{
if (LayerMask.LayerToName(other.gameObject.layer) == "Duck")
{
other.gameObject.GetComponent<BaseDuckScript>().TakeDamage(damage);
}
Destroy(gameObject);
}
}
}

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39
Assets/Scripts/BoomLazer.cs Executable file
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using UnityEngine;
public class BoomLazer : MonoBehaviour
{
private float i = 0.0f;
Rigidbody rib;
[SerializeField] float explosionRadius;
[SerializeField] float explosionForce;
private float upwardModifier = 0.0f;
// Start is called once before the first execution of Update after the MonoBehaviour is created
private void Start()
{
rib=GetComponent<Rigidbody>();
}
//Prend tout les rigidbody sauf le sien et leurs applique une force pour les expulser
private void OnTriggerEnter(Collider other)
{
//Uniformisation des codes de balles, pour la détruire au 2e impact avec un collider dû au fait qu'elle spawn DANS un collider
//Reste clairement Junky et est sujet à amélioration
i += 1;
if (i > 0)
{
Vector3 explosionPosition = transform.position;
Collider[] colliders = Physics.OverlapSphere(explosionPosition, explosionRadius);
foreach (Collider collider in colliders)
{
Rigidbody rb = collider.GetComponent<Rigidbody>();
if (rb != null & rb != rib)
{
rb.AddExplosionForce(explosionForce, explosionPosition, explosionRadius, upwardModifier, ForceMode.Impulse);
}
}
Destroy(gameObject);
}
}
}

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101
Assets/Scripts/CameraFly.cs Executable file
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using UnityEngine;
public class CameraFly : MonoBehaviour
{
[SerializeField] float mainSpeed; //regular speed
[SerializeField] float shiftAdd; //multiplied by how long shift is held. Basically running
[SerializeField] float maxShift; //Maximum speed when holdin gshift
[SerializeField] float camVelocity; //How sensitive it with mouse
private Vector3 lastMouse = new Vector3(255, 255, 255); //kind of in the middle of the screen, rather than at the top (play)
private float totalRun = 1.0f;
void Update()
{
Vector3 r = GetRotInput();
lastMouse = new Vector3(transform.eulerAngles.x + r.x, transform.eulerAngles.y + r.y, 0);
//transform.eulerAngles = lastMouse;
transform.rotation = Quaternion.Euler(lastMouse);
//Mouse camera angle done.
//Keyboard commands
//float f = 0.0f;
Vector3 p = GetBaseInput();
if (p.sqrMagnitude > 0)
{ // only move while a direction key is pressed
if (Input.GetKey(KeyCode.LeftShift))
{
totalRun += Time.deltaTime;
p = p * totalRun * shiftAdd;
p.x = Mathf.Clamp(p.x, -maxShift, maxShift);
p.y = Mathf.Clamp(p.y, -maxShift, maxShift);
p.z = Mathf.Clamp(p.z, -maxShift, maxShift);
}
else
{
totalRun = Mathf.Clamp(totalRun * 0.5f, 1f, 1000f);
p = p * mainSpeed;
}
p = p * Time.deltaTime;
Vector3 newPosition = transform.position;
if (Input.GetKey(KeyCode.Space))
{ //If player wants to move on X and Z axis only
transform.Translate(p);
newPosition.x = transform.position.x;
newPosition.z = transform.position.z;
transform.position = newPosition;
}
else
{
transform.Translate(p);
}
}
Debug.Log(r);
Debug.Log(p);
}
private Vector3 GetBaseInput()
{ //returns the basic values, if it's 0 than it's not active.
Vector3 p_Velocity = new Vector3();
if (Input.GetKey(KeyCode.UpArrow))
{
p_Velocity += new Vector3(0, 0, 1);
}
if (Input.GetKey(KeyCode.DownArrow))
{
p_Velocity += new Vector3(0, 0, -1);
}
if (Input.GetKey(KeyCode.LeftArrow))
{
p_Velocity += new Vector3(-1, 0, 0);
}
if (Input.GetKey(KeyCode.RightArrow))
{
p_Velocity += new Vector3(1, 0, 0);
}
return p_Velocity;
}
private Vector3 GetRotInput()
{ //returns the basic values, if it's 0 than it's not active.
Vector3 r_Velocity = new Vector3();
if (Input.GetKey(KeyCode.Z))
{
r_Velocity += new Vector3(0, 1,0);
}
if (Input.GetKey(KeyCode.S))
{
r_Velocity += new Vector3(0, -1, 0);
}
if (Input.GetKey(KeyCode.Q))
{
r_Velocity += new Vector3(-1, 0, 0);
}
if (Input.GetKey(KeyCode.D))
{
r_Velocity += new Vector3(1, 0, 0);
}
return camVelocity*r_Velocity;
}
}

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using UnityEngine;
public class CameraMovement : MonoBehaviour
{
[SerializeField] float cameraMovementSpeed;
[SerializeField] float cameraRotationSpeed;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
//avancer reculer
if (Input.GetKey(KeyCode.UpArrow))
{
Debug.Log("avancer");
transform.Translate(Vector3.forward * Time.deltaTime * cameraMovementSpeed);
}
if (Input.GetKey(KeyCode.DownArrow))
{
Debug.Log("reculer");
transform.Translate(-Vector3.forward * Time.deltaTime * cameraMovementSpeed);
}
if (Input.GetKey("w"))
{
Debug.Log("lever la tête");
transform.Rotate(-cameraRotationSpeed * Time.deltaTime, 0.0f, 0.0f, Space.Self);
}
else if (Input.GetKey("s"))
{
Debug.Log("baisser la tête");
transform.Rotate(cameraRotationSpeed * Time.deltaTime, 0.0f, 0.0f, Space.Self);
}
else if (Input.GetKey("a"))
{
Debug.Log("tourner la tête à gauche");
transform.Rotate(0.0f, -cameraRotationSpeed * Time.deltaTime, 0.0f, Space.Self);
}
else if (Input.GetKey("d"))
{
Debug.Log("tourner la tête à droite");
transform.Rotate(0.0f, cameraRotationSpeed * Time.deltaTime, 0.0f, Space.Self);
}
Debug.Log(transform.rotation);
/*
if (Input.GetKey("a") || Input.GetKey(KeyCode.LeftArrow))
{
Debug.Log("Moving Left");
transform.localPosition += new Vector3(-lateralSpeed, 0.0f, 0.0f);
}
if (Input.GetKey("d") || Input.GetKey(KeyCode.RightArrow))
{
Debug.Log("Moving Right");
transform.localPosition += new Vector3(lateralSpeed, 0.0f, 0.0f);
}
if (Input.GetKey("w") || Input.GetKey(KeyCode.LeftArrow))
{
Debug.Log("Moving Up");
transform.localPosition += new Vector3(-lateralSpeed, 0.0f, 0.0f);
}
if (Input.GetKey("s") || Input.GetKey(KeyCode.RightArrow))
{
Debug.Log("Moving Down");
transform.localPosition += new Vector3(lateralSpeed, 0.0f, 0.0f);
}
*/
}
}

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using UnityEngine;
public class CameraMovementFlat : MonoBehaviour
{
[SerializeField] float cameraMovementSpeed;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
//avancer reculer
if (Input.GetKey(KeyCode.UpArrow))
{
//Debug.Log("avancer");
transform.Translate(Vector3.forward * Time.deltaTime * cameraMovementSpeed, Space.World);
}
if (Input.GetKey(KeyCode.DownArrow))
{
//Debug.Log("reculer");
transform.Translate(-Vector3.forward * Time.deltaTime * cameraMovementSpeed, Space.World);
}
if (Input.GetKey(KeyCode.LeftArrow))
{
//Debug.Log("gauche");
transform.Translate(-Vector3.right * Time.deltaTime * cameraMovementSpeed, Space.World);
}
if (Input.GetKey(KeyCode.RightArrow))
{
//Debug.Log("droite");
transform.Translate(Vector3.right * Time.deltaTime * cameraMovementSpeed, Space.World);
}
}
}

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47
Assets/Scripts/Duck.cs Executable file
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using UnityEngine;
public class Duck : MonoBehaviour
{
[SerializeField] protected float baseMovementSpeed;
[SerializeField] protected int baseHP;
[SerializeField] protected int baseArmor;
[SerializeField] protected float baseAttackSpeed;
[SerializeField] protected int manaToSpecialAttack;
[SerializeField] protected Weapon weapon;
protected float currentMovementSpeed;
protected int currentHP;
protected int currentArmor;
protected float currentAttackSpeed;
//TODO WEAPON
//TODO Special Ability
public virtual void activateSpecialAbility(){
}
public virtual void takeDamage(int damage){
currentHP -= (damage > currentArmor) ? (damage - currentArmor) : 0;
}
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
currentMovementSpeed = baseMovementSpeed;
currentHP = baseHP;
currentArmor = baseArmor;
currentAttackSpeed = baseAttackSpeed;
}
// Update is called once per frame
void Update()
{
}
}

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23
Assets/Scripts/NavMeshJunk.cs Executable file
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using UnityEngine;
using UnityEngine.AI;
public class NavMeshJunk : MonoBehaviour
{
private NavMeshAgent agent;
[SerializeField] Vector3 destination;
[SerializeField] GameObject Arriv;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
agent = GetComponent<NavMeshAgent>();
destination = agent.destination;
}
// Update is called once per frame
void Update()
{
destination=Arriv.transform.position;
agent.destination = destination;
}
}

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37
Assets/Scripts/PV METER.cs Executable file
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using UnityEngine;
using UnityEngine.UI;
public class PVMETER : MonoBehaviour
{
[SerializeField] Image PVMeter;
private float PVm;
private float PVMax;
public Gradient colorGradient;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
Debug.Log("JE SUIS LA");
var gradient = new Gradient();
var colors = new GradientColorKey[2];
colors[0] = new GradientColorKey(Color.red, 0.0f);
colors[1] = new GradientColorKey(Color.green, 1.0f);
var alphas = new GradientAlphaKey[2];
alphas[0] = new GradientAlphaKey(1.0f, 0.0f);
alphas[1] = new GradientAlphaKey(1.0f, 0.0f);
gradient.SetKeys(colors, alphas);
PVm = GetComponent<BaseDuckScript>().getHealth() / GetComponent<BaseDuckScript>().getBaseHealth();
Debug.Log(PVm);
PVMeter.fillAmount = PVm;
PVMeter.color = colorGradient.Evaluate(PVm);
}
}

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53
Assets/Scripts/PlayerJunkMVT.cs Executable file
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using UnityEngine;
public class PlayerJunkMVT : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
var gradient = new Gradient();
// Blend color from red at 0% to blue at 100%
var colors = new GradientColorKey[2];
colors[0] = new GradientColorKey(Color.red, 0.0f);
colors[1] = new GradientColorKey(Color.green, 1.0f);
// Blend alpha from opaque at 0% to transparent at 100%
var alphas = new GradientAlphaKey[2];
alphas[0] = new GradientAlphaKey(1.0f, 0.0f);
alphas[1] = new GradientAlphaKey(1.0f, 0.0f);
gradient.SetKeys(colors, alphas);
// What's the color at the relative time 0.25 (25%) ?
Debug.Log(gradient.Evaluate(0.25f));
}
// Update is called once per frame
void Update()
{
float SPEED = 10.0f;
float ROT = 100.0f;
if (Input.GetKey(KeyCode.UpArrow))
{
Debug.Log("avancer");
transform.Translate(Vector3.forward * Time.deltaTime * SPEED);
}
if (Input.GetKey(KeyCode.DownArrow))
{
Debug.Log("reculer");
transform.Translate(-Vector3.forward * Time.deltaTime * SPEED);
}
if (Input.GetKey(KeyCode.LeftArrow))
{
Debug.Log("tourner la tête à gauche");
transform.Rotate(0.0f, -ROT * Time.deltaTime, 0.0f, Space.Self);
}
if (Input.GetKey(KeyCode.RightArrow))
{
Debug.Log("tourner la tête à droite");
transform.Rotate(0.0f, ROT * Time.deltaTime, 0.0f, Space.Self);
}
}
}

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Assets/Scripts/Weapon.cs Executable file
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//using UnityEngine;
public interface Weapon
{
void dealDamage();
}

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82
Assets/SniperDuck.cs Executable file
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using UnityEngine;
using System.Collections;
public class SniperDuck : MonoBehaviour
{
[SerializeField] private GameObject Bout;
[SerializeField] private GameObject Balle;
private float Cooldown;
[SerializeField] private float ForceTir;
private Rigidbody rib;
private bool Shoot = true;
Vector3 STAY;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
GetComponent<AttackCAC>().changeCACouDistance(false);
AttackCAC.ATTACK += Attack;
STAY=transform.position;
}
// Update is called once per frame
void Attack()
{
if(Shoot)
{
Debug.Log("Attaque");
StartCoroutine(Tir());
}
}
void Update()
{
transform.position = STAY;
rib = GetComponent<Rigidbody>();
//rib.linearVelocity = Vector3.zero;
/*
if (Input.GetKeyDown(KeyCode.R))
{
if (Shoot)
{
Debug.Log("Attaque");
StartCoroutine(Tir());
}
}
if (Input.GetKeyDown(KeyCode.P))
{
Debug.Log("Special");
StartCoroutine(Special());
}
*/
}
//Tir. La variable Shoot est le garde-fou pour <20>viter de tirer sans prendre en compte le cooldown
IEnumerator Tir()
{
Shoot = false;
GameObject BULLET = Instantiate(Balle, Bout.transform.position, Bout.transform.rotation);
BULLET.GetComponent<Lazer>().parent = this.gameObject;
BULLET.GetComponent<Lazer>().damage = GetComponent<AttackCAC>().GetDamage();
Rigidbody rb = BULLET.GetComponent<Rigidbody>();
rb.AddForce(transform.forward * ForceTir, ForceMode.Impulse);
yield return null;
Shoot = true;
}
//Le cooldown est utilisé ici pour son spécial lui permettant de mitrailler. On peut créer une fonction public dans BaseDuckScript getCooldown
//Et changeCooldown permettant de manipuler le cooldown du duck. Vestige de l'ancien code qui ne mérite pas d'être supprimé actuellement
//C'est un cut content, donc ça passe
IEnumerator Special()
{
float BackupCooldown = Cooldown;
Cooldown = 1.0f;
yield return new WaitForSeconds(5.0f);
Cooldown = BackupCooldown;
}
//On tue le signal pour eviter tout problemes (conseil de Game Jam)
void OnDestroy()
{
AttackCAC.ATTACK -= Attack;
}
}

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51
Assets/TankDuck.cs Executable file
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using UnityEngine;
using System.Collections;
public class TankDuck : MonoBehaviour
{
[SerializeField] private GameObject Bout;
[SerializeField] private GameObject Balle;
[SerializeField] private float ForceTir;
private bool Shoot = true;
private Rigidbody rib;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
GetComponent<AttackCAC>().changeCACouDistance(false);
AttackCAC.ATTACK += Attack;
}
// Update is called once per frame
void Update()
{
}
void Attack()
{
if (Shoot)
{
Debug.Log("Attaque");
StartCoroutine(Tir());
}
}
IEnumerator Tir()
{
Shoot = false;
GameObject BULLET = Instantiate(Balle, Bout.transform.position, Bout.transform.rotation);
Rigidbody rb = BULLET.GetComponent<Rigidbody>();
rb.AddForce(transform.forward * ForceTir, ForceMode.Impulse);
yield return null;
Shoot = true;
}
//On tue le signal pour eviter tout problemes (conseil de Game Jam)
void OnDestroy()
{
AttackCAC.ATTACK -= Attack;
}
}

2
Assets/TankDuck.cs.meta Executable file
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fileFormatVersion: 2
guid: f0d84792271c3c847ad22f08b0cc2fcd

98
Assets/TimeDuck.cs Executable file
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using System.Collections;
using UnityEngine;
public class TimeDuck: MonoBehaviour
{
private Rigidbody rib;
float Speed;
private float cooldown = 5.0f;
[SerializeField] float explosionRadius;
[SerializeField] float RangeExplosion;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
Speed = GetComponent<BaseDuckScript>().getSpeed();
GetComponent<AttackCAC>().changeCACouDistance(true);
AttackCAC.ATTACK += Attack;
}
void Attack()
{
Debug.Log("Attaque TIME");
StartCoroutine(Explode());
}
// Update is called once per frame
void Update()
{
//Prend sa cible et regarde sa distance pour voir quelle arme prendre contre lui
GameObject Target = GetComponent<AttackCAC>().GetTarget();
if (Target != null)
{
Vector3 RangeWeapon = Target.transform.position - transform.position;
if (RangeWeapon.magnitude < RangeExplosion)
{
Attack();
}
}
/*
//à supprimer
if (Input.GetKey(KeyCode.B))
{
StartCoroutine(Boost());
}
if (Input.GetKeyDown(KeyCode.P))
{
Debug.Log("Explosion");
StartCoroutine(Explode());
}
*/
}
//Le speed est utilisé ici pour son spécial lui permettant de boost. On peut créer une fonction public dans BaseDuckScript getSpeed
//Et changeSpeed permettant de manipuler la Speed du duck. Vestige de l'ancien code qui ne mérite pas d'être supprimé actuellement
//C'est un cut content, donc ça passe
IEnumerator Boost()
{
Speed = 12.0f;
yield return null;
Speed = 5.0f;
}
IEnumerator Explode()
{
rib = GetComponent<Rigidbody>();
Vector3 explosionPosition = transform.position;
Collider[] colliders = Physics.OverlapSphere(explosionPosition, explosionRadius);
foreach (Collider collider in colliders)
{
Rigidbody rb = collider.GetComponent<Rigidbody>();
if (LayerMask.LayerToName(collider.gameObject.layer)=="duck")
{
if (rb != null & rb != rib)
{
rb.isKinematic = true;
collider.GetComponent<AttackCAC>().enabled = false;
rb.linearVelocity = Vector3.zero;
yield return new WaitForSeconds(cooldown);
rb.isKinematic = false;
collider.GetComponent<AttackCAC>().enabled = true;
}
}
}
Destroy(this.gameObject);
}
//On tue le signal pour eviter tout problemes (conseil de Game Jam)
void OnDestroy()
{
AttackCAC.ATTACK -= Attack;
}
}

2
Assets/TimeDuck.cs.meta Executable file
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fileFormatVersion: 2
guid: 983a511a5a7517b478b8909da220e895

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using UnityEngine;
public class CoinManager : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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fileFormatVersion: 2
guid: eb6be98e8ad485528a6f0241b6e6df90

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using UnityEngine;
using TMPro;
public class EnemiesAliveManager : MonoBehaviour
{
[SerializeField] GameManager gameManager;
[SerializeField] GameObject enemiesAliveCanvas;
[SerializeField] GameObject enemiesAliveDisplay;
private TextMeshProUGUI enemiesAliveMesh;
private bool switchedCanvasOn = false;
private bool switchedCanvasOff = false;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
enemiesAliveMesh = enemiesAliveDisplay.GetComponent<TextMeshProUGUI>();
enemiesAliveCanvas.SetActive(false);
}
// Update is called once per frame
void Update()
{
if (!switchedCanvasOn && gameManager.combatPhase)
{
enemiesAliveCanvas.SetActive(true);
switchedCanvasOn = true;
}
if (switchedCanvasOn && !switchedCanvasOff && !gameManager.combatPhase)
{
enemiesAliveCanvas.SetActive(false);
switchedCanvasOff = true;
}
enemiesAliveMesh.text = "Ennemies En Vie : " + gameManager.armyManager.getArmy(true).Count.ToString();
}
}

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fileFormatVersion: 2
guid: d54fff469da868b898b10d9a2dadc850

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using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
using TMPro;
public class ResolutionSettings : MonoBehaviour
{
[SerializeField] public TMP_Dropdown resolutionDropdown;
private Resolution[] resolutions =
{
new Resolution {width = 1280, height = 720},
new Resolution {width = 1920, height = 1080},
new Resolution {width = 2560, height = 1440},
new Resolution {width = 3840, height = 2160}
};
private int selectedIndex = 0;
[SerializeField] private Button applyButton;
void Start()
{
resolutionDropdown.ClearOptions();
List<string> options = new List<string>();
for (int i = 0; i < resolutions.Length; i++)
{
string option = resolutions[i].width + " x " + resolutions[i].height;
options.Add(option);
}
resolutionDropdown.AddOptions(options);
int savedResolutionIndex = PlayerPrefs.GetInt("ResolutionIndex", 0);
resolutionDropdown.value = savedResolutionIndex;
resolutionDropdown.RefreshShownValue();
}
public void SetResolution()
{
Resolution resolution = resolutions[selectedIndex];
Debug.Log(resolution.width + " x " + resolution.height);
Screen.SetResolution(resolution.width, resolution.height, Screen.fullScreen);
PlayerPrefs.SetInt("ResolutionIndex", selectedIndex);
PlayerPrefs.Save();
}
public void preSaveResolution()
{
selectedIndex = resolutionDropdown.value;
}
}

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fileFormatVersion: 2
guid: 0698fd8378f2603d08fa38f7074a2ff3

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using UnityEngine;
using TMPro;
public class TimerManager : MonoBehaviour
{
[SerializeField] GameManager gameManager;
[SerializeField] GameObject timerCanvas;
[SerializeField] GameObject timer;
private TextMeshProUGUI timerMesh;
[SerializeField] GameObject winTimer;
private TextMeshProUGUI winTimerMesh;
[SerializeField] GameObject lostTimer;
private TextMeshProUGUI lostTimerMesh;
private bool switchedCanvasOn = false;
private bool switchedCanvasOff = false;
private float startTime;
private float endTime;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
timerMesh = timer.GetComponent<TextMeshProUGUI>();
winTimerMesh = winTimer.GetComponent<TextMeshProUGUI>();
lostTimerMesh = lostTimer.GetComponent<TextMeshProUGUI>();
timerCanvas.SetActive(false);
}
// Update is called once per frame
void Update()
{
if (!switchedCanvasOn && gameManager.combatPhase)
{
timerCanvas.SetActive(true);
switchedCanvasOn = true;
startTime = Time.time;
}
if (switchedCanvasOn && !switchedCanvasOff && !gameManager.combatPhase)
{
timerCanvas.SetActive(false);
switchedCanvasOff = true;
endTime = Time.time-startTime;
winTimerMesh.text = (((int)(endTime / 60)).ToString() + ":" + ((((int)(endTime) % 60) < 10) ? "0" : "") + ((int)(endTime) % 60).ToString());
lostTimerMesh.text = (((int)(endTime / 60)).ToString() + ":" + ((((int)(endTime) % 60) < 10) ? "0" : "") + ((int)(endTime) % 60).ToString());
}
float combatTime = Time.time - startTime;
timerMesh.text = (((int)(combatTime / 60)).ToString() + ":" + ((((int)(combatTime) % 60) < 10) ? "0" : "") + ((int)(combatTime) % 60).ToString());
}
}

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