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ajout scripts et prefabs pour tuiles
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Assets/Prefabs/Tile.prefab
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Assets/Prefabs/Tile.prefab
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Assets/Prefabs/TileTrap.prefab
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Assets/Prefabs/TileTrap.prefab
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Assets/Scripts/PlayerController.cs
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Assets/Scripts/PlayerController.cs
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using UnityEngine;
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using System.Collections;
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public class PlayerController : MonoBehaviour {
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public float speed;
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GameObject gameController;
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// Use this for initialization
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void Start () {
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gameController = GameObject.Find("GameController");
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}
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// Update is called once per frame
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void Update () {
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}
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void FixedUpdate()
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{
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float moveHorizontal = Input.GetAxis("Horizontal");
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//float moveVertical = Input.GetAxis("Vertical");
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Vector3 movement = new Vector3(moveHorizontal, 0.0f, 0);
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GetComponent<Rigidbody>().AddForce(movement * speed * Time.deltaTime);
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}
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void OnTriggerEnter(Collider other)
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{
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if (other.tag == "Tile")
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{// && gameController.GetComponent<GameController>().fallTriggerActivated == true
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other.GetComponent<TileController>().wasTouched = true;
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Debug.Log("Tile touched");
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}
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if (other.tag == "Trigger")
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{
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Debug.Log("Trigger entered");
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gameController.GetComponent<GameController>().fallTriggerActivated = true;
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}
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}
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}
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58
Assets/Scripts/TileController.cs
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Assets/Scripts/TileController.cs
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using UnityEngine;
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using System.Collections;
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public class TileController : MonoBehaviour
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{
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public float speed;
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public float speedAddition;
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public float seconds;
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public bool wasTouched;
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public bool timerStart;
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float initialTime;
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private bool hasStartedMovement;
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Vector3 movement;
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//GameObject gameController;
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// Use this for initialization
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void Start()
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{
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movement = new Vector3(0.0f, -1, 0.0f);
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timerStart = false;
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//gameController = GameObject.Find("GameController");
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}
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// Update is called once per frame
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void Update()
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{
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}
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void FixedUpdate()
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{
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if (wasTouched == true)
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{
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CountdownUntilFall(seconds);
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}
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if (hasStartedMovement == true)
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{
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GetComponent<Rigidbody>().isKinematic = false;
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GetComponent<Rigidbody>().AddForce(movement * speed * Time.deltaTime);
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speed = speed + speedAddition;
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}
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}
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private void CountdownUntilFall(float seconds)
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{
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if (!timerStart)
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{
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initialTime = Time.realtimeSinceStartup + seconds;
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timerStart = true;
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}
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if (Time.realtimeSinceStartup >= initialTime)
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{
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hasStartedMovement = true;
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}
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}
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}
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