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WalkthroughCette mise à jour introduit un nouveau prefab pour un jeu de Pierre-Papier-Ciseaux dans Unity, comprenant des objets de jeu pour chaque élément (Pierre, Papier, Ciseaux) et une zone d'affichage des résultats. Des fichiers de métadonnées associés sont également créés pour le prefab et une image. De plus, des modifications sont apportées à plusieurs scènes, ajoutant de nouveaux objets de jeu et ajustant les propriétés de ceux existants, tout en maintenant la logique de jeu dans le script Changes
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Actionable comments posted: 9
🧹 Outside diff range and nitpick comments (3)
Assets/Scripts/RockPaperScissors.cs (1)
1-14: Ajoutez de la documentation XML pour améliorer la maintenabilité.La structure de la classe est bien organisée, mais l'ajout de documentation XML permettrait une meilleure compréhension du code pour les autres développeurs.
Exemple de documentation à ajouter :
+/// <summary> +/// Gère la logique du jeu Pierre-Papier-Ciseaux et la communication réseau. +/// </summary> public class RockPaperScissors : MonoBehaviour { + /// <summary> + /// Représente les choix possibles pour le joueur. + /// </summary> public enum Choice { Rock, Paper, Scissors, None }Assets/Scenes/DevRoom.unity (2)
274-301: Considérer l'ajustement de la taille de la police pour une meilleure lisibilité.La taille de police actuelle de 0.2 pourrait être trop petite pour être facilement lisible par les joueurs. Envisagez d'augmenter légèrement la taille tout en maintenant l'équilibre visuel.
- m_fontSize: 0.2 - m_fontSizeBase: 0.2 + m_fontSize: 0.35 + m_fontSizeBase: 0.35
Line range hint
779-923: Ajouter un collider pour l'interaction.Le totem nécessite un composant Collider pour permettre l'interaction avec le joueur. Cela est essentiel pour déclencher le jeu Pierre-Papier-Ciseaux.
- component: {fileID: 2078549730} - component: {fileID: 2078549731} + - component: {fileID: 2078549732} m_Layer: 0 m_Name: RockPaperCissorTotem ... + --- !u!65 &2078549732 + BoxCollider: + m_ObjectHideFlags: 0 + m_GameObject: {fileID: 2078549729} + m_Material: {fileID: 0} + m_IsTrigger: true + m_Enabled: 1 + serializedVersion: 3 + m_Size: {x: 0.875, y: 2.0625, z: 0.2} + m_Center: {x: 0, y: 0, z: 0}
📜 Review details
Configuration used: CodeRabbit UI
Review profile: CHILL
⛔ Files ignored due to path filters (1)
Assets/Resources/CorridorEventsRessources/ROCKPAPERCISSOR.pngis excluded by!**/*.png
📒 Files selected for processing (9)
- Assets/Prefabs/RockPaperCissorGame.prefab (1 hunks)
- Assets/Prefabs/RockPaperCissorGame.prefab.meta (1 hunks)
- Assets/Resources/CorridorEventsRessources/ROCKPAPERCISSOR.png.meta (1 hunks)
- Assets/Resources/Font/pixel dead SDF.asset (1 hunks)
- Assets/Scenes/DevRoom.unity (5 hunks)
- Assets/Scenes/EmptyRoom_2.unity (3 hunks)
- Assets/Scripts/GameTracker.cs (3 hunks)
- Assets/Scripts/RockPaperScissors.cs (1 hunks)
- Assets/Scripts/RockPaperScissors.cs.meta (1 hunks)
🔥 Files not summarized due to errors (1)
- Assets/Resources/Font/pixel dead SDF.asset: Error: Server error: no LLM provider could handle the message
✅ Files skipped from review due to trivial changes (3)
- Assets/Prefabs/RockPaperCissorGame.prefab.meta
- Assets/Scripts/GameTracker.cs
- Assets/Scripts/RockPaperScissors.cs.meta
🔇 Additional comments (6)
Assets/Resources/CorridorEventsRessources/ROCKPAPERCISSOR.png.meta (2)
35-42: Configuration appropriée pour un jeu en pixel artLes paramètres de texture sont bien configurés pour un style pixel art :
- Filter Mode à 0 (Point)
- Wrap Mode à 1 (Clamp)
176-195:⚠️ Potential issueVérifier la pertinence du sprite ROCKPAPERCISSOR_3
Ce sprite semble anormalement petit (9x13 pixels) par rapport aux autres éléments. Il pourrait s'agir d'un artéfact ou d'un élément indésirable dans l'image source.
Je vous conseille de :
- Vérifier si ce sprite est réellement nécessaire
- Le supprimer s'il s'agit d'un artéfact
Assets/Scenes/EmptyRoom_2.unity (2)
382-466: LGTM: Configuration correcte du prefab RockPaperCissorGame !L'instanciation du prefab est bien réalisée avec tous les composants et références nécessaires correctement configurés.
1253-1253: Vérifier l'intégrité de la hiérarchie de la scèneLa racine de scène a été mise à jour pour inclure le nouveau prefab RockPaperCissorGame. Assurez-vous que toutes les dépendances sont correctement résolues lors de l'exécution.
✅ Verification successful
La hiérarchie de la scène semble correctement configurée
La vérification montre que :
- Le fileID 1122242796 est bien référencé dans EmptyRoom_2.unity
- Le prefab RockPaperCissorGame est présent dans les scènes EmptyRoom_2 et DevRoom
- Aucune référence de script manquante n'a été détectée
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash # Description: Vérifier les références manquantes dans la scène # Rechercher les références de composants manquantes qui pourraient causer des erreurs rg -l "m_Script: {fileID: 0}"Length of output: 146
Script:
#!/bin/bash # Rechercher les références de composants dans la scène Unity rg -l "fileID: 1122242796" Assets/Scenes/ # Vérifier les références au prefab RockPaperCissorGame rg -l "RockPaperCissorGame" Assets/Scenes/ # Rechercher les références potentiellement manquantes dans la scène rg "m_Script: \{fileID: 0\}" Assets/Scenes/EmptyRoom_2.unityLength of output: 241
Assets/Scenes/DevRoom.unity (1)
594-650: Configuration de l'Altar validée.Le positionnement à l'origine avec un léger décalage en Z semble approprié pour l'interaction avec le joueur.
Assets/Prefabs/RockPaperCissorGame.prefab (1)
15-15:⚠️ Potential issueCorrection de l'orthographe du nom "Cissor"
Le terme "Cissor" semble être une faute d'orthographe de "Scissor". Pour assurer la cohérence et éviter toute confusion, veuillez remplacer "Cissor" par "Scissor".
Appliquez cette correction :
- m_Name: Cissor + m_Name: ScissorLikely invalid or redundant comment.
| public Choice playerChoice = Choice.None; | ||
|
|
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| public Button rockButton; | ||
| public Button paperButton; | ||
| public Button scissorsButton; | ||
|
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| private SocketIOUnity clientSocket; | ||
| public GameObject canvas; | ||
|
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| public TextMeshProUGUI resultsText; // Utiliser TextMeshProUGUI | ||
|
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| private Choice savedChoice = Choice.None; |
There was a problem hiding this comment.
🛠️ Refactor suggestion
Simplifiez la gestion d'état et validez les éléments UI.
La classe utilise deux variables pour stocker le choix du joueur et ne vérifie pas la nullité des éléments UI.
Suggestions d'amélioration :
- Fusionnez
playerChoiceetsavedChoice - Ajoutez la validation des éléments UI
-public Choice playerChoice = Choice.None;
-private Choice savedChoice = Choice.None;
+private Choice playerChoice = Choice.None;
+private void ValidateComponents()
+{
+ if (rockButton == null) throw new UnityException("Rock button non assigné");
+ if (paperButton == null) throw new UnityException("Paper button non assigné");
+ if (scissorsButton == null) throw new UnityException("Scissors button non assigné");
+ if (resultsText == null) throw new UnityException("Results text non assigné");
+ if (canvas == null) throw new UnityException("Canvas non assigné");
+}📝 Committable suggestion
‼️ IMPORTANT
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.
| public Choice playerChoice = Choice.None; | |
| public Button rockButton; | |
| public Button paperButton; | |
| public Button scissorsButton; | |
| private SocketIOUnity clientSocket; | |
| public GameObject canvas; | |
| public TextMeshProUGUI resultsText; // Utiliser TextMeshProUGUI | |
| private Choice savedChoice = Choice.None; | |
| private Choice playerChoice = Choice.None; | |
| public Button rockButton; | |
| public Button paperButton; | |
| public Button scissorsButton; | |
| private SocketIOUnity clientSocket; | |
| public GameObject canvas; | |
| public TextMeshProUGUI resultsText; // Utiliser TextMeshProUGUI | |
| private void ValidateComponents() | |
| { | |
| if (rockButton == null) throw new UnityException("Rock button non assigné"); | |
| if (paperButton == null) throw new UnityException("Paper button non assigné"); | |
| if (scissorsButton == null) throw new UnityException("Scissors button non assigné"); | |
| if (resultsText == null) throw new UnityException("Results text non assigné"); | |
| if (canvas == null) throw new UnityException("Canvas non assigné"); | |
| } |
| void CloseCanvas() | ||
| { | ||
| canvas.SetActive(false); | ||
| } | ||
|
|
||
| public Choice GetSavedChoice() | ||
| { | ||
| return savedChoice; | ||
| } | ||
| } |
There was a problem hiding this comment.
🛠️ Refactor suggestion
Ajoutez des méthodes pour gérer l'état du jeu.
La classe manque de fonctionnalités pour gérer complètement l'état du jeu.
Suggestions d'ajouts :
+private bool isGameInProgress = false;
+public void ResetGame()
+{
+ playerChoice = Choice.None;
+ isGameInProgress = false;
+ resultsText.text = "";
+ canvas.SetActive(true);
+}
+public bool IsGameInProgress()
+{
+ return isGameInProgress;
+}
public Choice GetSavedChoice()
{
- return savedChoice;
+ return playerChoice;
}Committable suggestion was skipped due to low confidence.
| async void SendChoiceToBackend() | ||
| { | ||
| var data = new Dictionary<string, string> | ||
| { | ||
| { "move", FormatChoice(playerChoice) } | ||
| }; | ||
|
|
||
| await clientSocket.EmitAsync("rps:select", data); | ||
| } |
There was a problem hiding this comment.
Ajoutez une gestion d'erreur pour les opérations réseau.
La méthode SendChoiceToBackend() ne gère pas les erreurs réseau potentielles.
Voici la correction suggérée :
-async void SendChoiceToBackend()
+async Task SendChoiceToBackend()
{
- var data = new Dictionary<string, string>
- {
- { "move", FormatChoice(playerChoice) }
- };
-
- await clientSocket.EmitAsync("rps:select", data);
+ try
+ {
+ var data = new Dictionary<string, string>
+ {
+ { "move", FormatChoice(playerChoice) }
+ };
+
+ await clientSocket.EmitAsync("rps:select", data);
+ }
+ catch (Exception ex)
+ {
+ Debug.LogError($"Erreur lors de l'envoi du choix : {ex.Message}");
+ resultsText.text = "Erreur de connexion. Veuillez réessayer.";
+ }
}📝 Committable suggestion
‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.
| async void SendChoiceToBackend() | |
| { | |
| var data = new Dictionary<string, string> | |
| { | |
| { "move", FormatChoice(playerChoice) } | |
| }; | |
| await clientSocket.EmitAsync("rps:select", data); | |
| } | |
| async Task SendChoiceToBackend() | |
| { | |
| try | |
| { | |
| var data = new Dictionary<string, string> | |
| { | |
| { "move", FormatChoice(playerChoice) } | |
| }; | |
| await clientSocket.EmitAsync("rps:select", data); | |
| } | |
| catch (Exception ex) | |
| { | |
| Debug.LogError($"Erreur lors de l'envoi du choix : {ex.Message}"); | |
| resultsText.text = "Erreur de connexion. Veuillez réessayer."; | |
| } | |
| } |
| void Update() | ||
| { | ||
| clientSocket.On("rps:results", response => | ||
| { | ||
| Debug.Log("Results received!"); | ||
|
|
||
| JArray jsonResponse = JArray.Parse(response.ToString()); | ||
|
|
||
| foreach (var result in jsonResponse) | ||
| { | ||
| Debug.Log("Result: " + result); | ||
| Debug.Log("Result type: " + result.GetType()); | ||
| Debug.Log("Result type: " + result["result"]); | ||
|
|
||
| resultsText.text = result["result"].ToString(); | ||
| } | ||
|
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||
| Debug.Log("jsonResponse: " + jsonResponse); | ||
| // resultsText.text = jsonResponse["result"].ToString(); | ||
| }); | ||
| } |
There was a problem hiding this comment.
Déplacez l'enregistrement des événements Socket.IO dans Start().
L'enregistrement des événements dans Update() va créer de multiples gestionnaires d'événements à chaque frame, ce qui peut causer des fuites de mémoire et des comportements inattendus.
Voici la correction suggérée :
void Start()
{
clientSocket = SocketManager.Instance.ClientSocket;
rockButton.onClick.AddListener(() => OnPlayerChoice(Choice.Rock));
paperButton.onClick.AddListener(() => OnPlayerChoice(Choice.Paper));
scissorsButton.onClick.AddListener(() => OnPlayerChoice(Choice.Scissors));
+
+ clientSocket.On("rps:results", HandleResults);
}
-void Update()
+private void HandleResults(SocketIOResponse response)
{
- clientSocket.On("rps:results", response =>
- {
- Debug.Log("Results received!");
+ JArray jsonResponse = JArray.Parse(response.ToString());
- JArray jsonResponse = JArray.Parse(response.ToString());
-
- foreach (var result in jsonResponse)
- {
- Debug.Log("Result: " + result);
- Debug.Log("Result type: " + result.GetType());
- Debug.Log("Result type: " + result["result"]);
-
- resultsText.text = result["result"].ToString();
- }
-
- Debug.Log("jsonResponse: " + jsonResponse);
- // resultsText.text = jsonResponse["result"].ToString();
- });
+ foreach (var result in jsonResponse)
+ {
+ resultsText.text = result["result"].ToString();
+ }
}📝 Committable suggestion
‼️ IMPORTANT
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.
| void Update() | |
| { | |
| clientSocket.On("rps:results", response => | |
| { | |
| Debug.Log("Results received!"); | |
| JArray jsonResponse = JArray.Parse(response.ToString()); | |
| foreach (var result in jsonResponse) | |
| { | |
| Debug.Log("Result: " + result); | |
| Debug.Log("Result type: " + result.GetType()); | |
| Debug.Log("Result type: " + result["result"]); | |
| resultsText.text = result["result"].ToString(); | |
| } | |
| Debug.Log("jsonResponse: " + jsonResponse); | |
| // resultsText.text = jsonResponse["result"].ToString(); | |
| }); | |
| } | |
| void Start() | |
| { | |
| clientSocket = SocketManager.Instance.ClientSocket; | |
| rockButton.onClick.AddListener(() => OnPlayerChoice(Choice.Rock)); | |
| paperButton.onClick.AddListener(() => OnPlayerChoice(Choice.Paper)); | |
| scissorsButton.onClick.AddListener(() => OnPlayerChoice(Choice.Scissors)); | |
| clientSocket.On("rps:results", HandleResults); | |
| } | |
| private void HandleResults(SocketIOResponse response) | |
| { | |
| JArray jsonResponse = JArray.Parse(response.ToString()); | |
| foreach (var result in jsonResponse) | |
| { | |
| resultsText.text = result["result"].ToString(); | |
| } | |
| } |
| 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 |
There was a problem hiding this comment.
🛠️ Refactor suggestion
Optimiser les paramètres de compression pour les différentes plateformes
Les paramètres actuels présentent quelques incohérences :
- La compression est désactivée sur la plateforme par défaut mais activée sur WebGL/Standalone
- La taille maximale de texture n'est pas optimisée pour WebGL
Je suggère d'appliquer les modifications suivantes :
- serializedVersion: 3
buildTarget: WebGL
maxTextureSize: 2048
- textureCompression: 1
+ textureCompression: 0
compressionQuality: 50Cela permettra d'assurer une cohérence dans la qualité visuelle sur toutes les plateformes.
📝 Committable suggestion
‼️ IMPORTANT
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.
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| value: RockPaperCissorGame | ||
| objectReference: {fileID: 0} | ||
| - target: {fileID: 8054260996891625916, guid: a29b258ccf5dc90498df6e925ee2a3e5, type: 3} | ||
| propertyPath: canvas | ||
| value: | ||
| objectReference: {fileID: 1031121084} |
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💡 Codebase verification
Position du prefab RockPaperCissorGame confirmée comme problématique
La position actuelle (503, 304, -0.04) est effectivement anormale car :
- La même instance du prefab dans EmptyRoom_2.unity utilise des coordonnées similaires (503.8351, 304.09262, -0.04251155)
- Les autres éléments UI dans les scènes utilisent des positions plus conventionnelles (par exemple, 0,0,0 ou des valeurs proches de l'origine)
- Ces valeurs élevées peuvent causer des problèmes d'affichage et d'interaction avec l'interface utilisateur
➤ Recommandation : Réinitialiser la position du prefab à (0, 0, 0) ou à des coordonnées plus proches de l'origine de la scène.
🔗 Analysis chain
Vérifier la position du prefab RockPaperCissorGame.
La position actuelle (503, 304, -0.04) semble être très éloignée de l'origine de la scène. Cela pourrait causer des problèmes de visibilité ou d'interaction.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Vérifier les références au prefab RockPaperCissorGame
# Test: Rechercher d'autres instances du prefab pour confirmer le positionnement habituel
rg -l "RockPaperCissorGame" --type unity
Length of output: 70
Script:
#!/bin/bash
# Search for any files containing RockPaperCissorGame
rg -l "RockPaperCissorGame"
# Also search for the GUID to find related prefab references
rg -l "a29b258ccf5dc90498df6e925ee2a3e5"
Length of output: 277
Script:
#!/bin/bash
# Rechercher les positions du prefab dans l'autre scène pour comparer
rg "RockPaperCissorGame" "Assets/Scenes/EmptyRoom_2.unity" -A 15
Length of output: 733
Script:
#!/bin/bash
# Rechercher les coordonnées de position dans EmptyRoom_2.unity
rg "m_LocalPosition" "Assets/Scenes/EmptyRoom_2.unity" -B 5 -A 10
Length of output: 11133
| - _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767} | ||
| - _EnvMatrixRotation: {r: 0, g: 0, b: 0, a: 0} | ||
| - _FaceColor: {r: 1, g: 1, b: 1, a: 1} | ||
| - _FaceColor: {r: 1, g: 0, b: 0, a: 1} |
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💡 Codebase verification
Attention à l'utilisation de la couleur rouge pour cette police spécifique
La modification de la couleur en rouge pur (1,0,0) pour la police "pixel dead" semble être un cas isolé, car les autres polices du projet utilisent généralement une couleur blanche (1,1,1) pour une meilleure lisibilité. Cette police est la seule à utiliser une couleur rouge vive.
Suggestions :
- Envisager une teinte de rouge plus douce (par exemple : r: 0.8, g: 0.2, b: 0.2)
- Ajouter un contour clair pour améliorer la lisibilité sur fond sombre
- Considérer l'utilisation d'une variable dans le code pour permettre un ajustement facile de la couleur
🔗 Analysis chain
Attention à l'utilisation du rouge pur dans l'interface utilisateur.
La couleur rouge pure (1,0,0) peut être trop agressive visuellement et pourrait poser des problèmes de lisibilité selon le fond utilisé.
Suggestions d'amélioration :
- Envisager une teinte de rouge plus douce (par exemple : r: 0.8, g: 0, b: 0)
- Vérifier les ratios de contraste pour l'accessibilité
- Considérer rendre la couleur configurable via l'inspecteur Unity pour faciliter les ajustements
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Vérifier l'utilisation de cette police dans les scènes
# pour s'assurer que le texte reste lisible
# Rechercher les références à cette police dans les scènes
rg -l "pixel dead SDF"
Length of output: 67
Script:
#!/bin/bash
# Search for TextMeshPro components in scene files and prefabs
rg -l "TextMeshPro" --type unity
# Search for any color settings in scene files that might affect this font
rg "_FaceColor" --type unity -C 3
Length of output: 126
Script:
#!/bin/bash
# Search for TextMeshPro components in all files
rg -l "TextMeshPro"
# Search for scene files
fd -e unity
# Search for prefab files
fd -e prefab
# Search for any color settings that might affect this font
rg "_FaceColor" -C 3
Length of output: 48404
| - component: {fileID: 6299309790131184269} | ||
| - component: {fileID: 1306315471653705830} | ||
| m_Layer: 5 | ||
| m_Name: RockPaperCissor |
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Correction de l'orthographe dans "RockPaperCissor"
Le nom "RockPaperCissor" contient une faute d'orthographe. "Cissor" devrait être "Scissor". Veuillez corriger le nom en "RockPaperScissor" pour assurer la cohérence.
Appliquez cette correction :
- m_Name: RockPaperCissor
+ m_Name: RockPaperScissor📝 Committable suggestion
‼️ IMPORTANT
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.
| m_Name: RockPaperCissor | |
| m_Name: RockPaperScissor |
| - component: {fileID: 4239213568335062079} | ||
| - component: {fileID: 8054260996891625916} | ||
| m_Layer: 0 | ||
| m_Name: RockPaperCissorGame |
There was a problem hiding this comment.
Correction de l'orthographe dans "RockPaperCissorGame"
Le nom "RockPaperCissorGame" contient une faute d'orthographe. "Cissor" devrait être "Scissor". Veuillez corriger le nom en "RockPaperScissorGame" pour assurer la cohérence.
Appliquez cette correction :
- m_Name: RockPaperCissorGame
+ m_Name: RockPaperScissorGame📝 Committable suggestion
‼️ IMPORTANT
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.
| m_Name: RockPaperCissorGame | |
| m_Name: RockPaperScissorGame |
* feat : add multiple option and itemscollider for RockPaperCissor * feat: Link Rock Paper Scissors to backend socket * feat: Link RockPaperScissors, but display missing --------- Co-authored-by: Thomas Lamiable <lamiablethomas@gmail.com>
* Chore/shadering map (#24) * technical : add shadering and post-traitement system, adapt asset and sprite for using this * feat: update Room2 * feat: Link the chat to the back sockets (#25) * feat: Link chat to backend (#26) * feat: Link the chat to the back sockets * fix: Move the dialogue script outside the canvas to avoid it to be disabled while the canvas is going to be disabled * fix: remove dual camera * fix: fix crossbow system (#27) * fix: add request to back (room name) * fix: Revert trap manager * hotfix: Fix things that weren't working * feat: RPS (#29) * feat : add multiple option and itemscollider for RockPaperCissor * feat: Link Rock Paper Scissors to backend socket * feat: Link RockPaperScissors, but display missing --------- Co-authored-by: Thomas Lamiable <lamiablethomas@gmail.com> * hotfix: Change RPS size to match the screen * fix: fix Crossbow up sprite and arrow system, change color pixel dead font * chore: change EmptyRoom2 * feat: add death system (#30) * feat: add death system * chore: add socket emiter for end game * fix: fix heart generator if develop don't have socket * fix: remove crossbow * feature: add audio system and fix crossbow with sound (#32) Co-authored-by: Guillaume MORET <90462045+AyakorK@users.noreply.github.com> * chore: Fix env for windows (#31) * feat: add death system * chore: add socket emiter for end game * fix: fix heart generator if develop don't have socket * fix: remove crossbow * chore: try to fix .env for Windows and Unity * fix: Quick Fix in production * fix: QuickFx PlayerHealth fail merge * Fix: fix Room * feat: Adapt Waiting Room (#33) * feat: Instantiate waiting room when arriving in the corridor 0 * fix: Add a flag to change message one time and avoid repetition of it * feat: Add the creation of the room when instanciating the WaitingRoom process * feat: Try to remove the Door collider before game has started * fix: fix lock and door system, add waiting room, last fix for dialogue system for pity --------- Co-authored-by: Thomlam <lamiablethomas@gmail.com> * fix: rename bear_trap to prefab * fix: quick fix prefab room for crossbow * fix: quickfix for bear_trap * feat: Add room deletion when disconnection from a game * Wip/streaming back (#35) * feat: add streaming system with recording and sending frame jpeg * feat: add config * feat: first try to add socketIOSystem * feat: Add the right socket * feature : deploy for 60fps --------- Co-authored-by: AyakorK <guillaume.moret@yahoo.com> * hotfix: Get rid of a Debug * fix: fix arrows component and stade 24 fps to streaming * fix: Global rendering fixes (#36) * fix: Update corridor displays + additions of colliders to avoid glitching * fix: Add a door transition lock * feat: Add collision to the walls in the room * fix: Fix collisions of the hole * fix: Fix glitched hitboxes * fix: Destory arrows when going to an other room --------- Co-authored-by: Guillaume MORET <90462045+AyakorK@users.noreply.github.com> Co-authored-by: AyakorK <guillaume.moret@yahoo.com>
Summary by CodeRabbit
Nouvelles Fonctionnalités
Modifications de Scène
Mises à jour de Métadonnées