Dossier complet

This commit is contained in:
Hugo BRANCO-GOMES 2025-01-17 13:04:56 +01:00
commit 649efce666
15116 changed files with 970754 additions and 0 deletions

5
Droid 2/.vscode/extensions.json vendored Normal file

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{
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"visualstudiotoolsforunity.vstuc"
]
}

10
Droid 2/.vscode/launch.json vendored Normal file

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{
"version": "0.2.0",
"configurations": [
{
"name": "Attach to Unity",
"type": "vstuc",
"request": "attach"
}
]
}

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using UnityEngine;
public class BlackHole : MonoBehaviour
{
private void OnTriggerEnter(Collider other)
{
// Vérifie si le droïde ou tout autre objet entre dans le trou noir
if (other.gameObject.CompareTag("Player"))
{
Debug.Log("Droid destroyed by Black Hole!");
Destroy(other.gameObject); // Détruit le droïde
}
else
{
Debug.Log($"{other.gameObject.name} destroyed by Black Hole!");
Destroy(other.gameObject); // Détruit tout autre objet
}
}
}

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Droid 2/Assets/Droid.cs Normal file

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using UnityEngine;
using UnityEngine.SceneManagement;
public class Droid : MonoBehaviour
{
private bool jumpKeyWasPressed;
private float horizontalInput;
private bool isGrounded;
private Rigidbody rigidbodyComponent;
private int energyDisksCollected = 0; // Nombre de disques énergétiques collectés
private float speedMultiplier = 1f; // Multiplicateur de vitesse
private float jumpMultiplier = 1f; // Multiplicateur de saut
private int life = 1;
private int nbFusee = 1;
[SerializeField] private GameObject fusee ;
private UIManager UIManager;
// Start est appelée une fois avant le premier frame
void Start()
{
rigidbodyComponent = GetComponent<Rigidbody>();
UIManager = FindObjectOfType<UIManager>();
}
void Update()
{
// Détection de l'input pour sauter
if (Input.GetKeyDown(KeyCode.Space))
{
jumpKeyWasPressed = true;
}
// Capture de l'input horizontal
horizontalInput = Input.GetAxis("Horizontal");
if (nbFusee > 0) {
if (Input.GetKeyDown(KeyCode.S)) {
nbFusee -= 1;
GameObject ball = Instantiate(fusee, transform.position,new Quaternion(90,90,0,0));
ball.GetComponent<Rigidbody>().velocity = new Vector3(20,ball.GetComponent<Rigidbody>().velocity.y, 0);
}
}
StartCoroutine(UIManager.UpdateLifeText(life));
StartCoroutine(UIManager.UpdateFuseeText(nbFusee));
if (life <= 0) {
StartCoroutine(UIManager.GameOverSequence());
}
}
private void FixedUpdate()
{
// Applique une vélocité horizontale ajustée par le multiplicateur de vitesse
rigidbodyComponent.velocity = new Vector3(horizontalInput * 2 * speedMultiplier, rigidbodyComponent.velocity.y, 0);
// Applique une force verticale ajustée par le multiplicateur de saut
if (jumpKeyWasPressed && isGrounded)
{
rigidbodyComponent.AddForce(Vector3.up * 5 * jumpMultiplier, ForceMode.VelocityChange);
jumpKeyWasPressed = false; // Réinitialise l'état de saut
}
}
// Détection des collisions avec d'autres objets pour gérer isGrounded
private void OnCollisionStay(Collision collision)
{
isGrounded = true;
}
private void OnCollisionExit(Collision collision)
{
isGrounded = false;
}
private void OnCollisionEnter(Collision collision) {
if (collision.gameObject.layer == 8) {
life = life - 2;
}
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.layer == 3)
{
life += 1;
nbFusee += 1;
Destroy(other.gameObject); // Détruit le disque énergétique
energyDisksCollected++; // Incrémente le compteur
// Double la vitesse et la puissance de saut après 5 disques collectés
if (energyDisksCollected == 5)
{
speedMultiplier = 2f; // Double la vitesse
jumpMultiplier = 1.5f; // Double la puissance de saut
}
}
// Gestion des obstacles qui retournent la caméra
if (other.gameObject.layer == 6) {
Transform[] transforms = gameObject.GetComponentsInChildren<Transform>();
Transform cameraTransform = transforms[1]; // La caméra est le 1er enfant du droïde
// Ajoute une rotation supplémentaire de 180° à chaque collision
cameraTransform.rotation *= Quaternion.Euler(0, 0, 180);
}
if (other.tag == "Exit") {
SceneManager.LoadScene("Scene2");
}
if (other.tag == "Game Over") {
StartCoroutine(UIManager.GameOverSequence());
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MeteorRain : MonoBehaviour {
[SerializeField] private GameObject meteorPrefab; // Préfab pour les météorites
private IEnumerator Start()
{
while (true)
{
yield return new WaitForSeconds(5f);
Create(); // Appelle la méthode pour créer une météorite
}
}
// Méthode pour créer une météorite
private void Create()
{
// Instancie une nouvelle météorite à la position de MeteorRain
GameObject meteor = Instantiate(meteorPrefab, transform.position, transform.rotation);
// Applique une force aléatoire pour la trajectoire de la météorite
Rigidbody meteorRigidbody = meteor.GetComponent<Rigidbody>();
if (meteorRigidbody != null)
{
Vector3 randomForce = new Vector3(
Random.Range(-10.0f, 10.0f), // Force horizontale aléatoire
Random.Range(-10.0f, 0f), // Force verticale aléatoire
0f // Pas de force en profondeur
);
meteorRigidbody.AddForce(randomForce, ForceMode.Impulse);
}
}
}

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using UnityEngine;
public class Meteorite : MonoBehaviour
{
private UIManager UIManager;
// Direction et force de la chute
private Vector3 fallDirection = new Vector3(0.5f, -0.7f, 0);
public float fallSpeed = 10f;
void Start() {
UIManager = FindObjectOfType<UIManager>();
}
// Méthode appelée à chaque frame pour faire avancer la météorite
void Update()
{
// Déplace la météorite dans la direction définie
transform.position += fallDirection * fallSpeed * Time.deltaTime;
}
// Méthode appelée lorsque la météorite touche un objet
private void OnCollisionEnter(Collision collision)
{
// Détruit l'objet touché
Debug.Log($"{collision.gameObject.name} destroyed by Meteorite!");
Destroy(collision.gameObject);
}
private void OnTriggerEnter(Collider other) {
if (other.tag == "Player") {
StartCoroutine(UIManager.GameOverSequence());
}
}
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