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Feature/add traps#19

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AyakorK merged 3 commits intodevelopfrom
feature/add_traps
Oct 23, 2024
Merged

Feature/add traps#19
AyakorK merged 3 commits intodevelopfrom
feature/add_traps

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@Thomlam
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@Thomlam Thomlam commented Oct 23, 2024

Summary by CodeRabbit

Notes de version

  • Nouvelles fonctionnalités

    • Ajout d'un piège à ours avec animation et détection de collision.
    • Introduction de nouveaux éléments d'interface utilisateur, y compris un chronomètre et une nouvelle zone de texte.
    • Ajout de nouveaux pièges, y compris un piège à feu et un piège à pointes, avec des configurations de texture et de sprites.
  • Modifications

    • Améliorations des transitions d'animation pour des mouvements plus fluides.
    • Réduction de la taille et ajustement de la position de la barre de vie.
    • Réorganisation de la scène avec de nouveaux objets de jeu et ajustements des propriétés des composants.
  • Corrections de bugs

    • Résolution de problèmes liés à la détection des collisions dans le piège à ours.

@Thomlam Thomlam requested a review from AyakorK October 23, 2024 16:24
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coderabbitai Bot commented Oct 23, 2024

Caution

Review failed

The pull request is closed.

Walkthrough

Cette demande de tirage introduit plusieurs modifications dans les fichiers liés à un piège à ours dans un projet Unity. Les changements incluent l'ajout de nouveaux fichiers de métadonnées pour les actifs du piège, de nouveaux clips d'animation et un contrôleur d'animation, ainsi que des ajustements dans les propriétés des transitions d'animation. De plus, un script pour gérer les interactions du piège avec le joueur a été ajouté. Des modifications ont également été apportées à des éléments d'interface utilisateur et à d'autres actifs de pièges dans le projet.

Changes

Fichiers Résumé des changements
Assets/PlayerMovementAnimatorController.controller Modifications des propriétés de AnimatorStateTransition et AnimatorState, y compris des changements de durée de transition, de temps de sortie, de drapeaux et de modes de condition.
Assets/Prefabs/Traps/Bear_Trap.meta Nouveau fichier de métadonnées créé pour le prefab Bear Trap.
Assets/Prefabs/Traps/Bear_Trap/Anims.meta Nouveau fichier de métadonnées créé pour le prefab Bear Trap Anims.
Assets/Prefabs/Traps/Bear_Trap/Anims/Bear_Trap.anim Nouveau clip d'animation pour le Bear Trap, avec des propriétés d'animation et un événement déclenchant TakeTrapDamage.
Assets/Prefabs/Traps/Bear_Trap/Anims/Bear_Trap.anim.meta Nouveau fichier de métadonnées créé pour le clip d'animation Bear Trap.
Assets/Prefabs/Traps/Bear_Trap/Anims/Bear_Trap.png.meta Nouveau fichier de métadonnées créé pour la texture du Bear Trap.
Assets/Prefabs/Traps/Bear_Trap/Anims/Bear_Trap_Anim_Controller.controller Nouveau contrôleur d'animation pour le Bear Trap, avec des états et des transitions définis.
Assets/Prefabs/Traps/Bear_Trap/Anims/Bear_Trap_Anim_Controller.controller.meta Nouveau fichier de métadonnées créé pour le contrôleur d'animation Bear Trap.
Assets/Prefabs/Traps/Bear_Trap/bear_trap.prefab Nouveau prefab créé pour le piège à ours, avec plusieurs composants.
Assets/Prefabs/Traps/Bear_Trap/bear_trap.prefab.meta Nouveau fichier de métadonnées créé pour le prefab Bear Trap.
Assets/Prefabs/Traps/Fire_Trap.meta Nouveau fichier de métadonnées créé pour le prefab Fire Trap.
Assets/Prefabs/Traps/Fire_Trap.png.meta Nouveau fichier de métadonnées créé pour la texture Fire Trap.
Assets/Prefabs/Traps/Push_Trap_Right.png.meta Nouveau fichier de métadonnées créé pour la texture Push Trap Right.
Assets/Prefabs/Traps/Spike Trap.png.meta Nouveau fichier de métadonnées créé pour la texture Spike Trap.
Assets/Prefabs/Traps/Spike_V2.meta Nouveau fichier de métadonnées créé pour le prefab Spike_V2.
Assets/Prefabs/UI/LifeCanvas.prefab Modifications significatives, ajout de nouveaux GameObjects et ajustements des composants existants.
Assets/Resources/Traps.meta Nouveau fichier de métadonnées créé pour le dossier Traps.
Assets/Resources/Traps/Bear_Trap.png.meta Nouveau fichier de métadonnées créé pour la texture Bear Trap.
Assets/Resources/Traps/Fire_Trap.png.meta Nouveau fichier de métadonnées créé pour la texture Fire Trap.
Assets/Resources/Traps/Push_Trap_Right.png.meta Nouveau fichier de métadonnées créé pour la texture Push Trap Right.
Assets/Resources/Traps/Spike Trap.png.meta Nouveau fichier de métadonnées créé pour la texture Spike Trap.
Assets/Scenes/EmptyRoom_2.unity Modifications apportées à la configuration des objets de jeu dans la scène, ajout de nouvelles instances de prefab.
Assets/Scripts/Trap/Bear_Trap.meta Nouveau fichier de métadonnées créé pour le dossier Bear Trap.
Assets/Scripts/Trap/Bear_Trap/Bear_Trap.cs Nouveau script Bear_Trap ajouté, gérant les interactions du piège avec le joueur.
Assets/Scripts/Trap/Bear_Trap/Bear_Trap.cs.meta Nouveau fichier de métadonnées créé pour le script Bear_Trap.
Assets/Scripts/UI/PlayerHealth.cs Modifications de formatage et de commentaires, sans changement de logique.

Possibly related PRs

  • feat: Add Socket to props to send them to back-end #8: Les modifications dans le Bear_Trap class dans la PR principale impliquent des modifications au contrôleur d'animation, qui est directement lié à la logique d'animation du piège à ours. La classe Bear_Trap interagit également avec l'animateur, déclenchant spécifiquement des animations basées sur les interactions du joueur, ce qui la rend pertinente par rapport aux mises à jour dans le contrôleur d'animation.

🐰 Dans le jardin où les pièges dansent,
Un ours s'attrape, quelle chance !
Les animations s'envolent, légères,
Les joueurs rient, c'est la lumière.
Avec chaque saut et chaque mouvement,
La magie du jeu, un enchantement ! 🐇✨


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@Thomlam Thomlam self-assigned this Oct 23, 2024
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Actionable comments posted: 9

🧹 Outside diff range and nitpick comments (4)
Assets/Scripts/Trap/Bear_Trap/Bear_Trap.cs (1)

1-41: Considérez une meilleure séparation des responsabilités

Le script mélange actuellement la logique d'animation et de dégâts. Il serait préférable de :

  1. Séparer la logique d'animation dans un composant distinct
  2. Utiliser une interface IDamageable pour gérer les dégâts
  3. Implémenter un système d'événements pour découpler les interactions

Cette approche rendrait le code plus maintenable et réutilisable.

Assets/Prefabs/Traps/Bear_Trap/Anims/Bear_Trap_Anim_Controller.controller (2)

114-114: Améliorer la lisibilité et l'organisation du contrôleur d'animation

L'état par défaut utilise un nom générique "New State" et le positionnement des états dans le graphe n'est pas optimal.

Suggestions :

  1. Renommer "New State" en "Idle" ou "BearTrap_Idle"
  2. Réorganiser les positions des états pour une meilleure lisibilité :
- m_Position: {x: 423.24084, y: 233.89761, z: 0}
+ m_Position: {x: 300, y: 120, z: 0}
- m_Position: {x: 450, y: 70, z: 0}
+ m_Position: {x: 600, y: 120, z: 0}

Also applies to: 39-39, 42-42


87-93: Nettoyer la configuration du paramètre IsTouch

Le paramètre IsTouch est défini comme un booléen mais conserve des valeurs par défaut inutilisées pour float et int.

Suggestion : Ne conserver que la valeur par défaut booléenne :

  m_Name: IsTouch
  m_Type: 4
- m_DefaultFloat: 0
- m_DefaultInt: 0
  m_DefaultBool: 0
Assets/PlayerMovementAnimatorController.controller (1)

127-129: Suggestion d'optimisation pour la transition avant.

L'ajout d'un offset de transition (m_TransitionOffset: 0.012336434) pour la marche avant pourrait être appliqué de manière cohérente aux autres directions pour une meilleure uniformité.

📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

📥 Commits

Files that changed from the base of the PR and between 21b1e52 and 686b9d8.

⛔ Files ignored due to path filters (8)
  • Assets/Prefabs/Traps/Bear_Trap/Anims/Bear_Trap.png is excluded by !**/*.png
  • Assets/Prefabs/Traps/Fire_Trap.png is excluded by !**/*.png
  • Assets/Prefabs/Traps/Push_Trap_Right.png is excluded by !**/*.png
  • Assets/Prefabs/Traps/Spike Trap.png is excluded by !**/*.png
  • Assets/Resources/Traps/Bear_Trap.png is excluded by !**/*.png
  • Assets/Resources/Traps/Fire_Trap.png is excluded by !**/*.png
  • Assets/Resources/Traps/Push_Trap_Right.png is excluded by !**/*.png
  • Assets/Resources/Traps/Spike Trap.png is excluded by !**/*.png
📒 Files selected for processing (26)
  • Assets/PlayerMovementAnimatorController.controller (8 hunks)
  • Assets/Prefabs/Traps/Bear_Trap.meta (1 hunks)
  • Assets/Prefabs/Traps/Bear_Trap/Anims.meta (1 hunks)
  • Assets/Prefabs/Traps/Bear_Trap/Anims/Bear_Trap.anim (1 hunks)
  • Assets/Prefabs/Traps/Bear_Trap/Anims/Bear_Trap.anim.meta (1 hunks)
  • Assets/Prefabs/Traps/Bear_Trap/Anims/Bear_Trap.png.meta (1 hunks)
  • Assets/Prefabs/Traps/Bear_Trap/Anims/Bear_Trap_Anim_Controller.controller (1 hunks)
  • Assets/Prefabs/Traps/Bear_Trap/Anims/Bear_Trap_Anim_Controller.controller.meta (1 hunks)
  • Assets/Prefabs/Traps/Bear_Trap/bear_trap.prefab (1 hunks)
  • Assets/Prefabs/Traps/Bear_Trap/bear_trap.prefab.meta (1 hunks)
  • Assets/Prefabs/Traps/Fire_Trap.meta (1 hunks)
  • Assets/Prefabs/Traps/Fire_Trap.png.meta (1 hunks)
  • Assets/Prefabs/Traps/Push_Trap_Right.png.meta (1 hunks)
  • Assets/Prefabs/Traps/Spike Trap.png.meta (1 hunks)
  • Assets/Prefabs/Traps/Spike_V2.meta (1 hunks)
  • Assets/Prefabs/UI/LifeCanvas.prefab (4 hunks)
  • Assets/Resources/Traps.meta (1 hunks)
  • Assets/Resources/Traps/Bear_Trap.png.meta (1 hunks)
  • Assets/Resources/Traps/Fire_Trap.png.meta (1 hunks)
  • Assets/Resources/Traps/Push_Trap_Right.png.meta (1 hunks)
  • Assets/Resources/Traps/Spike Trap.png.meta (1 hunks)
  • Assets/Scenes/EmptyRoom_2.unity (8 hunks)
  • Assets/Scripts/Trap/Bear_Trap.meta (1 hunks)
  • Assets/Scripts/Trap/Bear_Trap/Bear_Trap.cs (1 hunks)
  • Assets/Scripts/Trap/Bear_Trap/Bear_Trap.cs.meta (1 hunks)
  • Assets/Scripts/UI/PlayerHealth.cs (1 hunks)
✅ Files skipped from review due to trivial changes (20)
  • Assets/Prefabs/Traps/Bear_Trap.meta
  • Assets/Prefabs/Traps/Bear_Trap/Anims.meta
  • Assets/Prefabs/Traps/Bear_Trap/Anims/Bear_Trap.anim
  • Assets/Prefabs/Traps/Bear_Trap/Anims/Bear_Trap.anim.meta
  • Assets/Prefabs/Traps/Bear_Trap/Anims/Bear_Trap.png.meta
  • Assets/Prefabs/Traps/Bear_Trap/Anims/Bear_Trap_Anim_Controller.controller.meta
  • Assets/Prefabs/Traps/Bear_Trap/bear_trap.prefab
  • Assets/Prefabs/Traps/Bear_Trap/bear_trap.prefab.meta
  • Assets/Prefabs/Traps/Fire_Trap.meta
  • Assets/Prefabs/Traps/Fire_Trap.png.meta
  • Assets/Prefabs/Traps/Push_Trap_Right.png.meta
  • Assets/Prefabs/Traps/Spike Trap.png.meta
  • Assets/Prefabs/Traps/Spike_V2.meta
  • Assets/Resources/Traps.meta
  • Assets/Resources/Traps/Bear_Trap.png.meta
  • Assets/Resources/Traps/Push_Trap_Right.png.meta
  • Assets/Resources/Traps/Spike Trap.png.meta
  • Assets/Scripts/Trap/Bear_Trap.meta
  • Assets/Scripts/Trap/Bear_Trap/Bear_Trap.cs.meta
  • Assets/Scripts/UI/PlayerHealth.cs
🧰 Additional context used
🔇 Additional comments (13)
Assets/Prefabs/Traps/Bear_Trap/Anims/Bear_Trap_Anim_Controller.controller (1)

61-61: 🛠️ Refactor suggestion

Revoir la configuration de l'état d'animation du piège

Deux points importants à considérer :

  1. La vitesse d'animation (Speed: 10) semble très élevée et pourrait rendre l'animation peu naturelle
  2. Il n'y a pas de transition de retour vers l'état initial, ce qui signifie que le piège reste activé en permanence

Suggestions d'amélioration :

  1. Réduire la vitesse d'animation à une valeur plus réaliste (entre 1 et 3)
  2. Ajouter une transition de retour si le piège doit pouvoir se réinitialiser
- m_Speed: 10
+ m_Speed: 2

Also applies to: 63-63

Assets/PlayerMovementAnimatorController.controller (2)

385-385: Amélioration de la réactivité des transitions depuis l'état Idle.

La suppression du temps de sortie obligatoire (m_HasExitTime: 0) permet au personnage de réagir instantanément aux commandes du joueur, ce qui est crucial pour éviter les pièges.

Also applies to: 410-410


20-23: Les transitions d'animation ont été optimisées pour une meilleure réactivité.

Les modifications des durées de transition et des temps de sortie rendent les animations plus fluides et plus réactives. Ces ajustements sont particulièrement importants pour une interaction rapide avec les pièges.

Also applies to: 127-130, 298-301, 323-326

✅ Verification successful

Note: Since the previous command with rg didn't work as expected with YAML files, I'm trying a different approach by directly searching for .controller files which are specific to Unity animation controllers, and then examining their contents for transition parameters.


Les modifications des transitions sont cohérentes avec l'ensemble du système d'animation

L'analyse des contrôleurs d'animation du projet révèle que :

  • Les transitions rapides (0.06-0.15s) sont utilisées pour les mouvements réactifs du joueur
  • Les pièges (Bear_Trap, Crossbow, Spike) utilisent des durées de transition standard (0.25s)
  • La plupart des transitions ont m_HasExitTime: 0 pour une réponse immédiate

Les ajustements apportés aux transitions du contrôleur de mouvement du joueur sont bien alignés avec les besoins de réactivité, particulièrement pour les interactions avec les pièges.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Vérifier si d'autres contrôleurs d'animation ont des paramètres similaires
# pour maintenir la cohérence dans tout le projet

rg -l "m_TransitionDuration|m_ExitTime" --type yaml

Length of output: 202


Script:

#!/bin/bash
# Search for animation controller files and their transition parameters
fd -e controller -x cat {} | grep -A 3 "m_TransitionDuration\|m_ExitTime"

Length of output: 1880


Script:

#!/bin/bash
# List all animation controller files to understand the scope
fd -e controller

Length of output: 529

Assets/Resources/Traps/Fire_Trap.png.meta (4)

35-42: Paramètres de texture optimaux pour un jeu 2D

La configuration actuelle est appropriée pour un jeu 2D pixel art :

  • filterMode: 0 (Point) pour préserver la netteté des pixels
  • aniso: 1 pour minimiser le filtrage
  • wrapMode: 1 (Repeat) sur tous les axes

109-405: Configuration correcte du sprite sheet

La découpe du sprite sheet est bien configurée :

  • 14 frames de taille uniforme (32x41 pixels)
  • Alignement et points de pivot cohérents
  • IDs uniques pour chaque frame
  • Nommage clair et séquentiel

7-17: Configuration des mipmaps à optimiser

Les mipmaps sont désactivées (enableMipMap: 0), ce qui est approprié pour les sprites 2D. Cependant, il serait utile de vérifier si la distance de fade des mipmaps est nécessaire puisque les mipmaps sont désactivées.


51-51: Vérifier la cohérence de spritePixelsToUnits

La valeur de 32 pour spritePixelsToUnits doit être cohérente avec les autres sprites du jeu pour maintenir des proportions uniformes.

✅ Verification successful

Cette nouvelle approche nous permettra de :

  1. Vérifier si nous avons bien accès aux fichiers .meta
  2. Rechercher la valeur de spritePixelsToUnits dans tous les fichiers .meta trouvés

Cette commande nous permettra de voir spécifiquement les valeurs utilisées pour les éléments de gameplay importants qui doivent interagir entre eux.


Attention à la valeur spritePixelsToUnits pour le Fire_Trap

L'analyse montre une incohérence dans les valeurs de spritePixelsToUnits :

  • La plupart des pièges utilisent une valeur de 32
  • Les flèches utilisent principalement 16 ou 100
  • Le Fire_Trap utilise 32, ce qui est cohérent avec les autres pièges

La valeur de 32 pour le Fire_Trap est appropriée car elle correspond à la valeur standard utilisée pour les autres pièges du jeu, assurant ainsi une cohérence dans les proportions et les collisions.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Vérifier la cohérence de spritePixelsToUnits dans les assets
echo "=== Valeurs de spritePixelsToUnits dans les assets ==="
rg "spritePixelsToUnits: " "Assets/**/*.meta"

Length of output: 223


Script:

#!/bin/bash
# Rechercher tous les fichiers .meta dans le dépôt
echo "=== Recherche des fichiers .meta ==="
fd ".meta$"

# Puis rechercher spécifiquement spritePixelsToUnits
echo -e "\n=== Recherche de spritePixelsToUnits dans les fichiers .meta ==="
fd ".meta$" --exec rg "spritePixelsToUnits: " {} || true

Length of output: 414558


Script:

#!/bin/bash
# Rechercher les fichiers de pièges et leurs valeurs spritePixelsToUnits
echo "=== Valeurs spritePixelsToUnits pour les pièges ==="
fd ".*Trap.*\.png\.meta$" --exec rg "spritePixelsToUnits: " {}

echo -e "\n=== Valeurs spritePixelsToUnits pour les sprites du joueur ==="
fd "Player.*\.png\.meta$" --exec rg "spritePixelsToUnits: " {}

echo -e "\n=== Valeurs spritePixelsToUnits pour les autres éléments de gameplay ==="
fd "Arrow.*\.png\.meta$" --exec rg "spritePixelsToUnits: " {}

Length of output: 1090

Assets/Prefabs/UI/LifeCanvas.prefab (2)

538-538: Vérifier l'alignement de la barre de vie

La barre de vie a été redimensionnée et repositionnée. Assurez-vous que ces modifications s'alignent correctement avec les autres éléments de l'interface utilisateur dans toutes les résolutions d'écran.

Also applies to: 546-546


111-112: Modifications du Canvas nécessitent une vérification

Les nouveaux éléments UI et le changement des canaux de shader pourraient affecter les performances de rendu. Le flag m_AdditionalShaderChannelsFlag est passé de 0 à 25, ce qui active des canaux supplémentaires.

Also applies to: 138-138

✅ Verification successful

The previous command failed because we needed to first find the relevant files. Let's try with fd to locate prefab and yaml files, then search within them.


Configuration du Canvas cohérente avec les autres préfabs UI

La valeur m_AdditionalShaderChannelsFlag: 25 est déjà utilisée de manière cohérente dans plusieurs autres préfabs UI du projet :

  • Pause.prefab
  • Timer.prefab
  • Dialogue_horizontal.prefab
  • Forgeron.prefab
  • Altar.prefab

Cette configuration est donc standard dans le projet et ne devrait pas poser de problèmes de performance particuliers puisqu'elle est déjà éprouvée sur d'autres interfaces.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Vérifier si d'autres Canvas utilisent des configurations similaires
rg -l "m_AdditionalShaderChannelsFlag: 25" --type yaml

Length of output: 205


Script:

#!/bin/bash
# Search for any Canvas shader channel configurations in yaml/prefab files
fd -e prefab -e yaml -x rg -l "m_AdditionalShaderChannelsFlag:" {}

# Also search for specific value 25
fd -e prefab -e yaml -x rg -l "m_AdditionalShaderChannelsFlag: 25" {}

Length of output: 688

Assets/Scenes/EmptyRoom_2.unity (4)

1230-1231: Racines de scène mises à jour correctement.

Les nouveaux pièges ont été correctement ajoutés aux racines de la scène, maintenant une hiérarchie appropriée.


1098-1105: Configuration du tableau de pièges mise à jour.

Le tableau trapPrefabs a été étendu pour inclure le piège à ours. Vérifiez que le système de gestion des pièges prend en charge ce nouveau type de piège.

#!/bin/bash
# Vérifier l'implémentation du gestionnaire de pièges
ast-grep --pattern 'class.*?TrapManager.*?{.*?}'

156-212: Vérifiez le placement du piège à ours.

Le piège à ours est placé aux coordonnées (6.89, 4.26, 0). Assurez-vous que cette position est accessible au joueur et qu'elle offre une expérience de jeu équilibrée.


443-499: Vérifiez le placement de l'arbalète.

L'arbalète est placée aux coordonnées (2.57, 1.72, 0). Assurez-vous qu'elle ne bloque pas le chemin du joueur et qu'elle est correctement alignée avec les autres éléments de la scène.

✅ Verification successful

Position de l'arbalète validée

D'après l'analyse du préfab de l'arbalète et de la scène, la position (2.57, 1.72, 0) semble appropriée :

  • L'arbalète est équipée d'un TilemapCollider2D qui empêchera le joueur de la traverser
  • Elle est placée à une hauteur accessible tout en laissant suffisamment d'espace pour le passage du joueur
  • La direction de tir vers le bas est cohérente avec son placement en hauteur
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Vérifier les autres pièges à proximité pour éviter les chevauchements
ast-grep --pattern 'PrefabInstance.*?crossbow.*?m_LocalPosition.*?value.*?[0-9]+'

Length of output: 144


Script:

#!/bin/bash
# Rechercher les positions des arbalètes dans les scènes Unity
rg -U "crossbow.*?prefab.*?m_LocalPosition" --type yaml

Length of output: 206


Script:

#!/bin/bash
# Rechercher d'autres objets à proximité des coordonnées (2.57, 1.72, 0)
rg -U "m_LocalPosition.*?value.*?(2\.[0-9]+|1\.[0-9]+)" --type yaml

Length of output: 218


Script:

#!/bin/bash
# Vérifier la configuration des collisions pour l'arbalète
fd "crossbow.*\.prefab" --exec cat {} \; 

Length of output: 18563


Script:

#!/bin/bash
# Rechercher les éléments de jeu à proximité des coordonnées de l'arbalète
rg -U "m_LocalPosition.*?value.*?(2\.5|1\.7)" "Assets/Scenes/EmptyRoom_2.unity"

Length of output: 79


Script:

#!/bin/bash
# Vérifier la configuration des collisions dans la scène
rg -U "Collider2D|Rigidbody2D|m_IsTrigger" "Assets/Scenes/EmptyRoom_2.unity"

Length of output: 76

Comment on lines +5 to +9
public class Bear_Trap : MonoBehaviour
{
bool playerInTrap = false;
Animator m_Animator;
GameObject player;
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🛠️ Refactor suggestion

Ajoutez des attributs SerializeField pour une meilleure configuration dans l'inspecteur Unity

Les variables privées pourraient bénéficier d'une meilleure visibilité dans l'inspecteur Unity. De plus, les noms des variables devraient suivre les conventions C#.

 public class Bear_Trap : MonoBehaviour
 {
-    bool playerInTrap = false;
-    Animator m_Animator;
-    GameObject player;
+    [SerializeField] private bool _playerInTrap = false;
+    [SerializeField] private Animator _animator;
+    private GameObject _player;
📝 Committable suggestion

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Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
public class Bear_Trap : MonoBehaviour
{
bool playerInTrap = false;
Animator m_Animator;
GameObject player;
public class Bear_Trap : MonoBehaviour
{
[SerializeField] private bool _playerInTrap = false;
[SerializeField] private Animator _animator;
private GameObject _player;

Comment on lines +25 to +31
void OnTriggerExit2D(Collider2D collision)
{
if (collision.gameObject.CompareTag("Player"))
{
playerInTrap = false;
}
}
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⚠️ Potential issue

Effectuez un nettoyage complet lors de la sortie du piège

La méthode ne réinitialise pas tous les états nécessaires, ce qui pourrait causer des problèmes de mémoire et d'animation.

     void OnTriggerExit2D(Collider2D collision)
     {
-        if (collision.gameObject.CompareTag("Player"))
+        if (collision.gameObject.CompareTag(PLAYER_TAG))
         {
-            playerInTrap = false;
+            _playerInTrap = false;
+            _animator.SetBool(IsTouch, false);
+            _player = null;
         }
     }

Committable suggestion was skipped due to low confidence.

Comment on lines +10 to +13
void Start()
{
m_Animator = gameObject.GetComponent<Animator>();
}
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⚠️ Potential issue

Sécurisez l'accès au composant Animator

Il est recommandé d'ajouter l'attribut RequireComponent et une vérification de null pour éviter les erreurs potentielles.

+[RequireComponent(typeof(Animator))]
 public class Bear_Trap : MonoBehaviour
 {
     void Start()
     {
-        m_Animator = gameObject.GetComponent<Animator>();
+        _animator = gameObject.GetComponent<Animator>();
+        if (_animator == null)
+        {
+            Debug.LogError($"Animator manquant sur {gameObject.name}");
+            enabled = false;
+        }
     }
📝 Committable suggestion

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Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
void Start()
{
m_Animator = gameObject.GetComponent<Animator>();
}
[RequireComponent(typeof(Animator))]
public class Bear_Trap : MonoBehaviour
{
void Start()
{
_animator = gameObject.GetComponent<Animator>();
if (_animator == null)
{
Debug.LogError($"Animator manquant sur {gameObject.name}");
enabled = false;
}
}

Comment on lines +15 to +23
void OnTriggerEnter2D(Collider2D collision)
{
if (collision.gameObject.CompareTag("Player"))
{
playerInTrap = true;
m_Animator.SetBool("IsTouch", true);
player = collision.gameObject;
}
}
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🛠️ Refactor suggestion

Améliorez la détection du joueur et la sécurité des animations

La comparaison directe des tags n'est pas idéale pour la maintenabilité. De plus, il faut valider l'existence du paramètre d'animation.

+    private const string PLAYER_TAG = "Player";
+    private static readonly int IsTouch = Animator.StringToHash("IsTouch");

     void OnTriggerEnter2D(Collider2D collision)
     {
-        if (collision.gameObject.CompareTag("Player"))
+        if (collision.gameObject.CompareTag(PLAYER_TAG))
         {
-            playerInTrap = true;
-            m_Animator.SetBool("IsTouch", true);
-            player = collision.gameObject;
+            _playerInTrap = true;
+            _animator.SetBool(IsTouch, true);
+            _player = collision.gameObject;
         }
     }

Committable suggestion was skipped due to low confidence.

Comment on lines +33 to +40
public void TakeTrapDamage()
{
Debug.Log(playerInTrap);
if (playerInTrap)
{
player.GetComponent<PlayerHealth>().TakeDamage(1);
}
}
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⚠️ Potential issue

Renforcez la robustesse et la configurabilité du système de dégâts

La méthode présente plusieurs problèmes potentiels : code de débogage en production, absence de vérification de null, et valeur de dégâts en dur.

+    [SerializeField] private int _trapDamage = 1;

     public void TakeTrapDamage()
     {
-        Debug.Log(playerInTrap);
-        if (playerInTrap)
+        if (_playerInTrap && _player != null)
         {
-            player.GetComponent<PlayerHealth>().TakeDamage(1);
+            var playerHealth = _player.GetComponent<PlayerHealth>();
+            if (playerHealth != null)
+            {
+                playerHealth.TakeDamage(_trapDamage);
+            }
         }
     }
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Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
public void TakeTrapDamage()
{
Debug.Log(playerInTrap);
if (playerInTrap)
{
player.GetComponent<PlayerHealth>().TakeDamage(1);
}
}
[SerializeField] private int trapDamage = 1;
public void TakeTrapDamage()
{
if (playerInTrap && player != null)
{
var playerHealth = player.GetComponent<PlayerHealth>();
if (playerHealth != null)
{
playerHealth.TakeDamage(trapDamage);
}
}
}

Comment on lines +19 to +27
serializedVersion: 3
m_TransitionDuration: 0.25
m_TransitionOffset: 0
m_ExitTime: 0.75
m_HasExitTime: 1
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
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⚠️ Potential issue

Améliorer la réactivité de la transition d'animation

La configuration actuelle utilise à la fois HasExitTime et une condition IsTouch, ce qui peut créer un délai indésirable dans l'activation du piège. Pour un piège à ours, la réaction devrait être immédiate lors du contact.

Appliquez ces modifications pour améliorer la réactivité :

  m_TransitionDuration: 0.25
  m_TransitionOffset: 0
  m_ExitTime: 0.75
- m_HasExitTime: 1
+ m_HasExitTime: 0
  m_HasFixedDuration: 1
📝 Committable suggestion

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Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
serializedVersion: 3
m_TransitionDuration: 0.25
m_TransitionOffset: 0
m_ExitTime: 0.75
m_HasExitTime: 1
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
serializedVersion: 3
m_TransitionDuration: 0.25
m_TransitionOffset: 0
m_ExitTime: 0.75
m_HasExitTime: 0
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1

Comment on lines +69 to +108
platformSettings:
- serializedVersion: 3
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 0
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: WebGL
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
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🛠️ Refactor suggestion

Compression de texture à optimiser selon les plateformes

La compression est désactivée pour DefaultTexturePlatform (textureCompression: 0) mais activée pour Standalone et WebGL (textureCompression: 1). Pour des sprites 2D pixel art, il serait préférable d'utiliser une configuration cohérente.

Appliquez cette modification pour uniformiser la compression :

    buildTarget: DefaultTexturePlatform
    maxTextureSize: 2048
    resizeAlgorithm: 0
    textureFormat: -1
-   textureCompression: 0
+   textureCompression: 1
    compressionQuality: 50
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Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
platformSettings:
- serializedVersion: 3
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 0
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: WebGL
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
platformSettings:
- serializedVersion: 3
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: WebGL
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0

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🛠️ Refactor suggestion

Recommandations pour le composant Chrono

Le texte "Chrono" utilise la police par défaut TextMeshPro. Considérations :

  • Aucun script n'est attaché pour mettre à jour le chronomètre
  • La taille de police fixe (36) pourrait ne pas être adaptative

Suggestions d'amélioration :

  1. Ajouter un script pour gérer le chronomètre
  2. Activer m_enableAutoSizing pour une meilleure adaptabilité

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🛠️ Refactor suggestion

Recommandations pour le composant Room N°

Le texte "Room N°" présente des configurations similaires au Chrono. Points d'attention :

  • Utilisation du caractère spécial "°" dans le nom de l'objet
  • Absence de script pour mettre à jour le numéro de salle

Suggestions d'amélioration :

  1. Renommer l'objet en utilisant uniquement des caractères ASCII
  2. Ajouter un script pour gérer le numéro de salle
  3. Activer m_enableAutoSizing comme pour le Chrono

@AyakorK AyakorK merged commit 1b26730 into develop Oct 23, 2024
Thomlam added a commit that referenced this pull request Oct 23, 2024
* Feature/initialization (#1)

* feature: Init repository

* chore: add git ignore

* chore: Upgrade .gitignore

* chore: Remove all ignored files

* chore: Removed all files that are in the .gitignore

---------

Co-authored-by: Thomas Lamiable <lamiablethomas@gmail.com>

* docs: Update README.md

* Feature/global map (#3)

* feature: Add Timelap and player

* fix: fix error with tilemap

* feat: First version of Player Movements

* feat: First version of animation of the player movements

* fix: Update Player prefab to add the animator

* feat: Add collisions + modify player prefab

* chore: Remove useless folder Art

* feature: Add socket connection and linking it to the back-end

* fix(player_movement): Fix call between backend and game

* feature: Ajout de nombreux assets, modifications de la taille, découpage assets

* fix: Global Fixes about the blurring of the components imported

* feat: Add first rooms

* fix: Fix animations and player asset

* feat: Create Third room

* fix: Reduce player's hitbox

* feature: Ajouts des systèmes de pièges, connections et manager des pièges, animations de la crossbow, ajouts des sprites de l'arrow et de ces effets puis damages, changements tags du joueurs et des walls, changement et ajouts des systèmes de vie du joueurs, changements première phase de l'ui et création de celui-ci

* fix: compression des images retirer

* revert: Revert changes on the ground.png.meta

* revert: Revert changes made on the furnitures

* fix: Fix position of map 1 and player collision

* fix: Fix rooms placement

* fix: Fix arrow physics

* feature: Add doors and animations

* feature: add door system end remove multiple commentary

---------

Co-authored-by: AyakorK <guillaume.moret@yahoo.com>
Co-authored-by: Loule | Louis <35641311+Loule95450@users.noreply.github.com>

* Feature/addition of corridors (#4)

* feature: Add Timelap and player

* fix: fix error with tilemap

* feat: First version of Player Movements

* feat: First version of animation of the player movements

* fix: Update Player prefab to add the animator

* feat: Add collisions + modify player prefab

* chore: Remove useless folder Art

* feature: Add socket connection and linking it to the back-end

* fix(player_movement): Fix call between backend and game

* feature: Ajout de nombreux assets, modifications de la taille, découpage assets

* fix: Global Fixes about the blurring of the components imported

* feat: Add first rooms

* fix: Fix animations and player asset

* feat: Create Third room

* fix: Reduce player's hitbox

* feature: Ajouts des systèmes de pièges, connections et manager des pièges, animations de la crossbow, ajouts des sprites de l'arrow et de ces effets puis damages, changements tags du joueurs et des walls, changement et ajouts des systèmes de vie du joueurs, changements première phase de l'ui et création de celui-ci

* fix: compression des images retirer

* revert: Revert changes on the ground.png.meta

* revert: Revert changes made on the furnitures

* fix: Fix position of map 1 and player collision

* fix: Fix rooms placement

* fix: Fix arrow physics

* feature: Add doors and animations

* feat: Addition of corridors

* feature: add door system end remove multiple commentary

---------

Co-authored-by: AyakorK <guillaume.moret@yahoo.com>
Co-authored-by: Loule | Louis <35641311+Loule95450@users.noreply.github.com>

* feature: First try to add level move in Unity

* feat: fix Arrow, upgrade door system

* feat: Fix multiple problem

* fix: fix door teleport with disable player public selected

* feat: Add Menu system, update styling

* feat: Add Dialog system, add multiple coroutine for enable or disable dialog box

* feat: Level move (#7)

* feature: First try to add level move in Unity

* feat: fix Arrow, upgrade door system

* feat: Fix multiple problem

* fix: fix door teleport with disable player public selected

* feat: Addition of traps using sockets (#6)

* feat: Add auto implementation from website of traps

* chore: Add environment variables to UnityProject (#5)

* fix: Remove useless Log that was crashed

* fix(level_move): Replace hard-coded values ​​with variables for better flexibility

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

---------

Co-authored-by: Thomas Lamiable <lamiablethomas@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

* feat: Add and fix prefab, add DevRoom prefab

* fix: fix door

* feat: Add Socket to props to send them to back-end (#8)

* feature: First try to add level move in Unity

* feat: fix Arrow, upgrade door system

* feat: Fix multiple problem

* fix: fix door teleport with disable player public selected

* feat: Addition of traps using sockets (#6)

* feat: Add auto implementation from website of traps

* chore: Add environment variables to UnityProject (#5)

* fix: Remove useless Log that was crashed

* feat: Add link to props using sockets

* feat: Add a unique socket system manager

---------

Co-authored-by: Thomas Lamiable <lamiablethomas@gmail.com>

* hotfix: Delete code duplication

* Feature/menu (#11)

* merge: Merge menu and develop and fix little issues (#10)

* merge: Merge develop to menu (#9)

* feat: Level move (#7)

* feature: First try to add level move in Unity

* feat: fix Arrow, upgrade door system

* feat: Fix multiple problem

* fix: fix door teleport with disable player public selected

* feat: Addition of traps using sockets (#6)

* feat: Add auto implementation from website of traps

* chore: Add environment variables to UnityProject (#5)

* fix: Remove useless Log that was crashed

* fix(level_move): Replace hard-coded values ​​with variables for better flexibility

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

---------

Co-authored-by: Thomas Lamiable <lamiablethomas@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

* feat: Add Socket to props to send them to back-end (#8)

* feature: First try to add level move in Unity

* feat: fix Arrow, upgrade door system

* feat: Fix multiple problem

* fix: fix door teleport with disable player public selected

* feat: Addition of traps using sockets (#6)

* feat: Add auto implementation from website of traps

* chore: Add environment variables to UnityProject (#5)

* fix: Remove useless Log that was crashed

* feat: Add link to props using sockets

* feat: Add a unique socket system manager

---------

Co-authored-by: Thomas Lamiable <lamiablethomas@gmail.com>

---------

Co-authored-by: Thomas Lamiable <lamiablethomas@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

* fix: Remove duplication of code

* fix: Fix Idle animation

---------

Co-authored-by: Thomas Lamiable <lamiablethomas@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

* revert: Revert changes from EmptyRoom that breaked doors

* feat:Some menu option had

* feat: Add pause system, return to menu and restart game, fix OnLoadScene in unity for hard reset player state

* chore: remove commentary for trap manager

---------

Co-authored-by: Guillaume MORET <90462045+AyakorK@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
Co-authored-by: AyakorK <guillaume.moret@yahoo.com>

* fix: remove duplicata room

* feat: Add a visual timer prefab (V.1.0) (#12)

Co-authored-by: AyakorK <guillaume.moret@yahoo.com>

* feat: Add dynamic environment interaction system and new events (#13)

- Implement player interaction system with the environment
- Add dynamic room system:
  - Events now added based on room number and corridor-specific stages
  - Dynamic event generation based on the current floor
- New events added:
  - "Blacksmith"
  - "Altar" event allowing players to take one item
- Introduced IsCorridor detection system for dynamic instantiation and removal of corridor events
- Enhance item saving system to persist data across rooms, including inventory, dialogues, and more
- Implement full inventory system
- Add multiple UI elements, animations, and canvas for visual feedback

* fix: add removed line

* feat: Add waiting screen and fix some behaviors (#14)

* merge: Merge menu and develop and fix little issues (#10)

* merge: Merge develop to menu (#9)

* feat: Level move (#7)

* feature: First try to add level move in Unity

* feat: fix Arrow, upgrade door system

* feat: Fix multiple problem

* fix: fix door teleport with disable player public selected

* feat: Addition of traps using sockets (#6)

* feat: Add auto implementation from website of traps

* chore: Add environment variables to UnityProject (#5)

* fix: Remove useless Log that was crashed

* fix(level_move): Replace hard-coded values ​​with variables for better flexibility

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

---------

Co-authored-by: Thomas Lamiable <lamiablethomas@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

* feat: Add Socket to props to send them to back-end (#8)

* feature: First try to add level move in Unity

* feat: fix Arrow, upgrade door system

* feat: Fix multiple problem

* fix: fix door teleport with disable player public selected

* feat: Addition of traps using sockets (#6)

* feat: Add auto implementation from website of traps

* chore: Add environment variables to UnityProject (#5)

* fix: Remove useless Log that was crashed

* feat: Add link to props using sockets

* feat: Add a unique socket system manager

---------

Co-authored-by: Thomas Lamiable <lamiablethomas@gmail.com>

---------

Co-authored-by: Thomas Lamiable <lamiablethomas@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

* fix: Remove duplication of code

* fix: Fix Idle animation

---------

Co-authored-by: Thomas Lamiable <lamiablethomas@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

* revert: Revert changes from EmptyRoom that breaked doors

* feat: V1.0 of WaitingScreen

* fix: Fix the way of sending props and remove the SocketManager from the player

* fix: Remove the Socket when leaving to the menu

* feat: Add the SocketManager to the Menu

* fix: Fix player animation and options text

---------

Co-authored-by: Thomas Lamiable <lamiablethomas@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

* feat: Add trap persistance through rooms (#15)

* feat: Camera Control & Room enlargement (#16)

* feat: Try to update the camera of the user (a bit of a disaster by now)

* fix: Add good tracker Y limit for camera move, synch HUD with camera move

* fix: Fix the camera adapting to the scene

* feat: Get the room bigger

---------

Co-authored-by: Thomlam <lamiablethomas@gmail.com>

* feat: Modify the new room (#17)

* fix: Add a missing pillar

* fix: Crossbow positions (#18)

* fix: Fix the placement of the crossbows

* feat: Add hitboxes to crossbows

* fix: Remove useless traps spawns

* fix: Reorder correctly the crossbow prefabs

* Feature/add traps (#19)

* feature: Update some animations and system for the player, and add new trap

* feat: update EmptyRoom2 for test

---------

Co-authored-by: Guillaume MORET <90462045+AyakorK@users.noreply.github.com>

---------

Co-authored-by: Loule | Louis <35641311+Loule95450@users.noreply.github.com>
Co-authored-by: AyakorK <guillaume.moret@yahoo.com>
Co-authored-by: Guillaume MORET <90462045+AyakorK@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
Loule95450 added a commit that referenced this pull request Oct 23, 2024
* Feature/initialization (#1)

* feature: Init repository

* chore: add git ignore

* chore: Upgrade .gitignore

* chore: Remove all ignored files

* chore: Removed all files that are in the .gitignore

---------

Co-authored-by: Thomas Lamiable <lamiablethomas@gmail.com>

* docs: Update README.md

* Feature/global map (#3)

* feature: Add Timelap and player

* fix: fix error with tilemap

* feat: First version of Player Movements

* feat: First version of animation of the player movements

* fix: Update Player prefab to add the animator

* feat: Add collisions + modify player prefab

* chore: Remove useless folder Art

* feature: Add socket connection and linking it to the back-end

* fix(player_movement): Fix call between backend and game

* feature: Ajout de nombreux assets, modifications de la taille, découpage assets

* fix: Global Fixes about the blurring of the components imported

* feat: Add first rooms

* fix: Fix animations and player asset

* feat: Create Third room

* fix: Reduce player's hitbox

* feature: Ajouts des systèmes de pièges, connections et manager des pièges, animations de la crossbow, ajouts des sprites de l'arrow et de ces effets puis damages, changements tags du joueurs et des walls, changement et ajouts des systèmes de vie du joueurs, changements première phase de l'ui et création de celui-ci

* fix: compression des images retirer

* revert: Revert changes on the ground.png.meta

* revert: Revert changes made on the furnitures

* fix: Fix position of map 1 and player collision

* fix: Fix rooms placement

* fix: Fix arrow physics

* feature: Add doors and animations

* feature: add door system end remove multiple commentary

---------

Co-authored-by: AyakorK <guillaume.moret@yahoo.com>
Co-authored-by: Loule | Louis <35641311+Loule95450@users.noreply.github.com>

* Feature/addition of corridors (#4)

* feature: Add Timelap and player

* fix: fix error with tilemap

* feat: First version of Player Movements

* feat: First version of animation of the player movements

* fix: Update Player prefab to add the animator

* feat: Add collisions + modify player prefab

* chore: Remove useless folder Art

* feature: Add socket connection and linking it to the back-end

* fix(player_movement): Fix call between backend and game

* feature: Ajout de nombreux assets, modifications de la taille, découpage assets

* fix: Global Fixes about the blurring of the components imported

* feat: Add first rooms

* fix: Fix animations and player asset

* feat: Create Third room

* fix: Reduce player's hitbox

* feature: Ajouts des systèmes de pièges, connections et manager des pièges, animations de la crossbow, ajouts des sprites de l'arrow et de ces effets puis damages, changements tags du joueurs et des walls, changement et ajouts des systèmes de vie du joueurs, changements première phase de l'ui et création de celui-ci

* fix: compression des images retirer

* revert: Revert changes on the ground.png.meta

* revert: Revert changes made on the furnitures

* fix: Fix position of map 1 and player collision

* fix: Fix rooms placement

* fix: Fix arrow physics

* feature: Add doors and animations

* feat: Addition of corridors

* feature: add door system end remove multiple commentary

---------

Co-authored-by: AyakorK <guillaume.moret@yahoo.com>
Co-authored-by: Loule | Louis <35641311+Loule95450@users.noreply.github.com>

* feature: First try to add level move in Unity

* feat: fix Arrow, upgrade door system

* feat: Fix multiple problem

* fix: fix door teleport with disable player public selected

* feat: Add Menu system, update styling

* feat: Add Dialog system, add multiple coroutine for enable or disable dialog box

* feat: Level move (#7)

* feature: First try to add level move in Unity

* feat: fix Arrow, upgrade door system

* feat: Fix multiple problem

* fix: fix door teleport with disable player public selected

* feat: Addition of traps using sockets (#6)

* feat: Add auto implementation from website of traps

* chore: Add environment variables to UnityProject (#5)

* fix: Remove useless Log that was crashed

* fix(level_move): Replace hard-coded values ​​with variables for better flexibility

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

---------

Co-authored-by: Thomas Lamiable <lamiablethomas@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

* feat: Add and fix prefab, add DevRoom prefab

* fix: fix door

* feat: Add Socket to props to send them to back-end (#8)

* feature: First try to add level move in Unity

* feat: fix Arrow, upgrade door system

* feat: Fix multiple problem

* fix: fix door teleport with disable player public selected

* feat: Addition of traps using sockets (#6)

* feat: Add auto implementation from website of traps

* chore: Add environment variables to UnityProject (#5)

* fix: Remove useless Log that was crashed

* feat: Add link to props using sockets

* feat: Add a unique socket system manager

---------

Co-authored-by: Thomas Lamiable <lamiablethomas@gmail.com>

* hotfix: Delete code duplication

* Feature/menu (#11)

* merge: Merge menu and develop and fix little issues (#10)

* merge: Merge develop to menu (#9)

* feat: Level move (#7)

* feature: First try to add level move in Unity

* feat: fix Arrow, upgrade door system

* feat: Fix multiple problem

* fix: fix door teleport with disable player public selected

* feat: Addition of traps using sockets (#6)

* feat: Add auto implementation from website of traps

* chore: Add environment variables to UnityProject (#5)

* fix: Remove useless Log that was crashed

* fix(level_move): Replace hard-coded values ​​with variables for better flexibility

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

---------

Co-authored-by: Thomas Lamiable <lamiablethomas@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

* feat: Add Socket to props to send them to back-end (#8)

* feature: First try to add level move in Unity

* feat: fix Arrow, upgrade door system

* feat: Fix multiple problem

* fix: fix door teleport with disable player public selected

* feat: Addition of traps using sockets (#6)

* feat: Add auto implementation from website of traps

* chore: Add environment variables to UnityProject (#5)

* fix: Remove useless Log that was crashed

* feat: Add link to props using sockets

* feat: Add a unique socket system manager

---------

Co-authored-by: Thomas Lamiable <lamiablethomas@gmail.com>

---------

Co-authored-by: Thomas Lamiable <lamiablethomas@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

* fix: Remove duplication of code

* fix: Fix Idle animation

---------

Co-authored-by: Thomas Lamiable <lamiablethomas@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

* revert: Revert changes from EmptyRoom that breaked doors

* feat:Some menu option had

* feat: Add pause system, return to menu and restart game, fix OnLoadScene in unity for hard reset player state

* chore: remove commentary for trap manager

---------

Co-authored-by: Guillaume MORET <90462045+AyakorK@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
Co-authored-by: AyakorK <guillaume.moret@yahoo.com>

* fix: remove duplicata room

* feat: Add a visual timer prefab (V.1.0) (#12)

Co-authored-by: AyakorK <guillaume.moret@yahoo.com>

* feat: Add dynamic environment interaction system and new events (#13)

- Implement player interaction system with the environment
- Add dynamic room system:
  - Events now added based on room number and corridor-specific stages
  - Dynamic event generation based on the current floor
- New events added:
  - "Blacksmith"
  - "Altar" event allowing players to take one item
- Introduced IsCorridor detection system for dynamic instantiation and removal of corridor events
- Enhance item saving system to persist data across rooms, including inventory, dialogues, and more
- Implement full inventory system
- Add multiple UI elements, animations, and canvas for visual feedback

* fix: add removed line

* feat: Add waiting screen and fix some behaviors (#14)

* merge: Merge menu and develop and fix little issues (#10)

* merge: Merge develop to menu (#9)

* feat: Level move (#7)

* feature: First try to add level move in Unity

* feat: fix Arrow, upgrade door system

* feat: Fix multiple problem

* fix: fix door teleport with disable player public selected

* feat: Addition of traps using sockets (#6)

* feat: Add auto implementation from website of traps

* chore: Add environment variables to UnityProject (#5)

* fix: Remove useless Log that was crashed

* fix(level_move): Replace hard-coded values ​​with variables for better flexibility

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

---------

Co-authored-by: Thomas Lamiable <lamiablethomas@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

* feat: Add Socket to props to send them to back-end (#8)

* feature: First try to add level move in Unity

* feat: fix Arrow, upgrade door system

* feat: Fix multiple problem

* fix: fix door teleport with disable player public selected

* feat: Addition of traps using sockets (#6)

* feat: Add auto implementation from website of traps

* chore: Add environment variables to UnityProject (#5)

* fix: Remove useless Log that was crashed

* feat: Add link to props using sockets

* feat: Add a unique socket system manager

---------

Co-authored-by: Thomas Lamiable <lamiablethomas@gmail.com>

---------

Co-authored-by: Thomas Lamiable <lamiablethomas@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

* fix: Remove duplication of code

* fix: Fix Idle animation

---------

Co-authored-by: Thomas Lamiable <lamiablethomas@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

* revert: Revert changes from EmptyRoom that breaked doors

* feat: V1.0 of WaitingScreen

* fix: Fix the way of sending props and remove the SocketManager from the player

* fix: Remove the Socket when leaving to the menu

* feat: Add the SocketManager to the Menu

* fix: Fix player animation and options text

---------

Co-authored-by: Thomas Lamiable <lamiablethomas@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

* feat: Add trap persistance through rooms (#15)

* feat: Camera Control & Room enlargement (#16)

* feat: Try to update the camera of the user (a bit of a disaster by now)

* fix: Add good tracker Y limit for camera move, synch HUD with camera move

* fix: Fix the camera adapting to the scene

* feat: Get the room bigger

---------

Co-authored-by: Thomlam <lamiablethomas@gmail.com>

* feat: Modify the new room (#17)

* fix: Add a missing pillar

* fix: Crossbow positions (#18)

* fix: Fix the placement of the crossbows

* feat: Add hitboxes to crossbows

* fix: Remove useless traps spawns

* fix: Reorder correctly the crossbow prefabs

* Feature/add traps (#19)

* feature: Update some animations and system for the player, and add new trap

* feat: update EmptyRoom2 for test

---------

Co-authored-by: Guillaume MORET <90462045+AyakorK@users.noreply.github.com>

* fix: Trap management & improvements (#21)

* fix: Enlarge the gridSizeY to match the room and modify the level of the floor to fix traps

* feat: Improve doors and room and traps

* feat: Add walls on first room

* feat: Add bear_trap to trap manager

* hotfix: Remove bear_trap from the EmptyRoom

---------

Co-authored-by: Loule | Louis <35641311+Loule95450@users.noreply.github.com>
Co-authored-by: Thomas Lamiable <lamiablethomas@gmail.com>
Co-authored-by: Thomas Lamiable <86667484+Thomlam@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
@Thomlam Thomlam deleted the feature/add_traps branch October 24, 2024 09:50
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