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with 559 additions and 81 deletions
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...@@ -14,7 +14,7 @@ public class Dialog : MonoBehaviour ...@@ -14,7 +14,7 @@ public class Dialog : MonoBehaviour
// singleton // singleton
public static Dialog instance; public static Dialog instance;
private void Awake() private void Awake()
{ {
if (instance != null) if (instance != null)
{ {
...@@ -29,6 +29,7 @@ public class Dialog : MonoBehaviour ...@@ -29,6 +29,7 @@ public class Dialog : MonoBehaviour
public GameObject dialogBox; public GameObject dialogBox;
public Text dialogText; public Text dialogText;
public Text instructionText;
public int dialog; public int dialog;
public bool dialogActive; public bool dialogActive;
public string situation; public string situation;
...@@ -45,44 +46,55 @@ public class Dialog : MonoBehaviour ...@@ -45,44 +46,55 @@ public class Dialog : MonoBehaviour
this.dialog = 0; this.dialog = 0;
string[] DialogsLvl1 = { string[] DialogsLvl1 = {
"Coucou", "Ach... Encore eine gute chournée dans mon fillage!",
"Je fais un test pour le niveau 1", "Ch'ai très enfie te me balader",
"Ca marche bien nan ?", "Che defrai aller au Nord dans la forêt ja !",
"Melvyn t moch", "pour me déplacer, je dois utiliser mes muscles 'flèches directionnelles'"
"Valentin aussi",
"Raff est pas bo"
}; };
this.ListDialogs.Add("start", DialogsLvl1);
this.ListDialogs.Add("start", DialogsLvl1); string[] boutiqueChaussure = {
"Je fous prendrais zes chauzzures en taille Zweiundvierzig Bitte !",
};
this.ListDialogs.Add("boutiqueChaussure", boutiqueChaussure);
string[] Dialogsraff = { string[] boutiqueBaton = {
"Salut", "Ze bâton me semble assez long et solide pour moi ! J'achète !",
"cava ?",
"Je te mange tes morts"
}; };
this.ListDialogs.Add("boutiqueBaton", boutiqueBaton);
this.ListDialogs.Add("pnj", Dialogsraff); string[] boutiqueRechaud = {
" Ze réchaud fa être SEHR PRAKTISCH !", "j'achète tout de zuite !"
};
this.ListDialogs.Add("boutiqueRechaud", boutiqueRechaud);
string[] DialogsTest = { string[] boutiqueTente = {
"Je fais un test", "J'adore ta tente, mais elle est un peu grosse non ?", "Ach, tant pis, CH'ACHETE !"
"ca marche ? ou pas ?",
"bisous"
}; };
this.ListDialogs.Add("boutiqueTente", boutiqueTente);
this.ListDialogs.Add("test", DialogsTest);
string[] DialogMarchand = {
"Ouvrir le menu c'est avec", string[] borderChaussure = {
"la touche E chacal" "NEIN NEIN NEIN ! Il fa me falloir des chaussures pour marcher plus loin !"
}; };
this.ListDialogs.Add("Marchand", DialogMarchand); this.ListDialogs.Add("borderChaussure", borderChaussure);
string[] DialogChaussure = { string[] borderBaton = {
"J'ai mal au pied", "ACH SCHEISSE !", "Ch'ai ouplié mes patons te marches ! Che suis trop fatigué !"
"Faux an acheté des mieu"
}; };
this.ListDialogs.Add("Chaussures", DialogChaussure); this.ListDialogs.Add("borderBaton", borderBaton);
string[] borderRechaud = {
"Kopfertami, je commence à afoir faim !", "il me faudrait eine réchaud pour mancher !"
};
this.ListDialogs.Add("borderRechaud", borderRechaud);
string[] borderTente = {
"Hopla, c'est bientôt l'heure de la sièste !", "Si che n'ai pas de tente che ne pourrait pas continuer !"
};
this.ListDialogs.Add("borderTente", borderTente);
if (this.dialogActive) if (this.dialogActive)
...@@ -95,27 +107,17 @@ public class Dialog : MonoBehaviour ...@@ -95,27 +107,17 @@ public class Dialog : MonoBehaviour
if ((Input.GetKeyDown(KeyCode.Space) || Input.GetKeyDown("joystick button 0")) && dialogActive) if ((Input.GetKeyDown(KeyCode.Space) || Input.GetKeyDown("joystick button 0")) && dialogActive)
this.Next(); this.Next();
// DEBUG if (this.dialogActive)
if ((Input.GetKeyDown(KeyCode.H) || Input.GetKeyDown("joystick button 1")))
this.dialogActive = !this.dialogActive;
// DEBUG
if (Input.GetKeyDown(KeyCode.F))
{
Debug.Log("tut");
this.setSituation("marchand");
}
if(this.dialogActive)
{ {
this.dialogBox.GetComponent<CanvasRenderer>().SetAlpha(1f); this.dialogBox.GetComponent<CanvasRenderer>().SetAlpha(1f);
this.dialogText.GetComponent<CanvasRenderer>().SetAlpha(1f); this.dialogText.GetComponent<CanvasRenderer>().SetAlpha(1f);
this.instructionText.GetComponent<CanvasRenderer>().SetAlpha(1f);
} }
else else
{ {
this.dialogBox.GetComponent<CanvasRenderer>().SetAlpha(0f); this.dialogBox.GetComponent<CanvasRenderer>().SetAlpha(0f);
this.dialogText.GetComponent<CanvasRenderer>().SetAlpha(0f); this.dialogText.GetComponent<CanvasRenderer>().SetAlpha(0f);
this.instructionText.GetComponent<CanvasRenderer>().SetAlpha(0f);
} }
} }
...@@ -130,12 +132,9 @@ public class Dialog : MonoBehaviour ...@@ -130,12 +132,9 @@ public class Dialog : MonoBehaviour
} }
} }
// Ouvre une bulle de dialogue dans une situation donnée
public void setSituation(string sit) public void setSituation(string sit)
{ {
Debug.Log("actionvation: " + sit);
this.situation = sit; this.situation = sit;
Debug.Log("situation" + this.situation);
this.dialog = 0; this.dialog = 0;
this.dialogActive = true; this.dialogActive = true;
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class InventoryDisplay : MonoBehaviour
{
// Start is called before the first frame update
public Text inventoryText;
void Start()
{
inventoryText.text = "";
}
// Update is called once per frame
void Update()
{
inventoryText.text = "";
foreach(Item item in Inventory.instance.getItemList()){
inventoryText.text += "\n1x " + item.nom;
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PanneauDisplay : MonoBehaviour
{
public string TextToDisplay = "Ceci est le texte de base du panneau";
public GameObject backgroundPanelDisplay;
public GameObject textPanelDisplay;
// Start is called before the first frame update
void Start()
{
backgroundPanelDisplay.GetComponent<CanvasRenderer>().SetAlpha(0f);
textPanelDisplay.GetComponent<CanvasRenderer>().SetAlpha(0f);
}
// Update is called once per frame
void Update()
{
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.CompareTag("Player"))
{
textPanelDisplay.GetComponent<Text>().text = TextToDisplay;
backgroundPanelDisplay.GetComponent<CanvasRenderer>().SetAlpha(1f);
textPanelDisplay.GetComponent<CanvasRenderer>().SetAlpha(1f);
}
}
private void OnTriggerExit2D(Collider2D collision)
{
if (collision.CompareTag("Player"))
{
backgroundPanelDisplay.GetComponent<CanvasRenderer>().SetAlpha(0f);
textPanelDisplay.GetComponent<CanvasRenderer>().SetAlpha(0f);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class GenerateMap : MonoBehaviour
{
public Item chaussures;
public Item baton;
public Item rechaud;
public Item tente;
public GameObject GO_chaussures;
public GameObject GO_baton;
public GameObject GO_rechaud;
public GameObject GO_tente;
public List<GameObject> pVillage = new List<GameObject>();
public List<GameObject> pBoutique = new List<GameObject>();
public List<GameObject> pUsine = new List<GameObject>();
public int nb_of_plot = 8;
public Object[,] plot=new Object[3,3];
public GameObject panelE;
public GameObject Ebutt;
public GameObject textE;
public GameObject textEObject;
public GameObject GO_Panneau;
public GameObject displayBox;
public GameObject displayText;
//Les coordonées x dans l'ordre
private int[] xs=new int[]{-17,0,17}; //colonne
//Les coordonées y dans l'ordre
private int[] ys=new int[]{26,13,0}; //ligne
public static GenerateMap instance;
private void Awake()
{
if (instance != null)
return;
instance = this;
}
void Start()
{
panelE.GetComponent<CanvasRenderer>().SetAlpha(0f);
Ebutt.GetComponent<CanvasRenderer>().SetAlpha(0f);
textE.GetComponent<CanvasRenderer>().SetAlpha(0f);
textEObject.GetComponent<CanvasRenderer>().SetAlpha(0f);
generateVillage();
}
//Place les 8 prefabs aux bons endroits
public void generateVillage()
{/*
for (int i=0;i< nb_of_plot; i++)
{
plot[i] = Instantiate(pVillage[Random.Range(0, pVillage.Count)], new Vector3(xs[i], ys[i], 0), Quaternion.identity);
}*/
for(int x = 0; x < xs.Length; x++)
{
for(int y = 0; y<ys.Length; y++)
{
if(!(x==2 && y==2))
plot[x,y] = Instantiate(pVillage[Random.Range(0, pVillage.Count)], new Vector3(xs[x], ys[y], 0), Quaternion.identity);
}
}
}
public void generateBoutique(int column, int line, string objetVente)
{
float xOffset = 0;
float yOffset = 0;
Destroy(plot[column, line]);
Item itemToSell = null;
GameObject goToSell = null;
switch (objetVente)
{
case "chaussure":
itemToSell = chaussures;
goToSell = GO_chaussures;
xOffset = 0;
yOffset = 6.1F;
break;
case "baton":
itemToSell = baton;
goToSell = GO_baton;
xOffset = 0;
yOffset = 6.11F;
break;
case "rechaud":
itemToSell = rechaud;
goToSell = GO_rechaud;
xOffset = 0;
yOffset = 6.10F;
break;
case "tente":
itemToSell = tente;
goToSell = GO_tente;
xOffset = 2.7F;
yOffset = 2.27F;
break;
}
if (itemToSell && goToSell)
{
GameObject shop = Instantiate(pBoutique[Random.Range(0, pBoutique.Count)], new Vector3(xs[column], ys[line], 0), Quaternion.identity);
shop.transform.Find("Shop").gameObject.GetComponent<Shopping>().sellItem = itemToSell;
shop.transform.Find("Shop").gameObject.GetComponent<Shopping>().itemForSale.Add(goToSell);
shop.transform.Find("Shop").gameObject.GetComponent<Shopping>().panelEbutton = panelE;
shop.transform.Find("Shop").gameObject.GetComponent<Shopping>().Ebutton = Ebutt;
shop.transform.Find("Shop").gameObject.GetComponent<Shopping>().textEbutton = textE;
shop.transform.Find("Shop").gameObject.GetComponent<Shopping>().textEbuttonObject = textEObject;
plot[column, line] = shop;
float x = shop.transform.position.x + xOffset;
float y = shop.transform.position.y + yOffset;
Instantiate(goToSell, new Vector3(x, y, 0), Quaternion.identity);
GameObject panneau = Instantiate(GO_Panneau, new Vector3(shop.transform.position.x +5.5f, shop.transform.position.y + 2.48f, 0), Quaternion.identity);
panneau.GetComponent<PanneauDisplay>().textPanelDisplay = displayText;
panneau.GetComponent<PanneauDisplay>().backgroundPanelDisplay = displayBox;
panneau.GetComponent<PanneauDisplay>().TextToDisplay = "Boutique de "+itemToSell.nom;
}
else
Debug.LogError("Mauvais paramètre pour objetVente: "+ objetVente);
}
public void generateUsine(int column, int line)
{
Destroy(plot[column, line]);
plot[column, line] = Instantiate(pUsine[Random.Range(0, pUsine.Count)], new Vector3(xs[column], ys[line], 0), Quaternion.identity);
}
public void generateBoutiqueTest()
{
// COLONNE, LIGNE
generateBoutique(0, 0, "rechaud");
generateUsine(1, 0);
generateBoutique(0, 1, "tente");
generateBoutique(1, 2, "baton");
generateBoutique(1, 1, "chaussure");
}
void Update()
{
}
}
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...@@ -5,7 +5,8 @@ using UnityEngine; ...@@ -5,7 +5,8 @@ using UnityEngine;
public class Border : MonoBehaviour public class Border : MonoBehaviour
{ {
public Item itemNeeded; public Item itemNeeded;
public BoxCollider2D collider; public BoxCollider2D forestCollider;
private void OnCollisionEnter2D(Collision2D collision) private void OnCollisionEnter2D(Collision2D collision)
{ {
...@@ -15,14 +16,31 @@ public class Border : MonoBehaviour ...@@ -15,14 +16,31 @@ public class Border : MonoBehaviour
Debug.Log("JE TOUCHE LA BORDEER"); Debug.Log("JE TOUCHE LA BORDEER");
if (Inventory.instance.hasItem(itemNeeded)) if (Inventory.instance.hasItem(itemNeeded))
{ {
Debug.Log("Je possde l'item ncessaire"); Debug.Log("Je poss?de l'item n?cessaire");
collider.enabled = false; GameObject player = GameObject.FindGameObjectWithTag("Player");
//Debug.Log(player.GetComponent<PlayerMovement>().ispassed[itemNeeded.id - 1]);
player.GetComponent<PlayerMovement>().ispassed[itemNeeded.id - 1] = true;
forestCollider.enabled = false;
} }
else else
{ {
Debug.Log("Je n'ai pas l'item ncessaire"); Debug.Log("Je n'ai pas l'item n?cessaire");
Dialog.instance.setSituation("Chaussures");
switch (itemNeeded.id)
{
case 1:
Dialog.instance.setSituation("borderChaussure");
break;
case 2:
Dialog.instance.setSituation("borderBaton");
break;
case 3:
Dialog.instance.setSituation("borderRechaud");
break;
case 4:
Dialog.instance.setSituation("borderTente");
break;
}
} }
} }
} }
......
...@@ -6,7 +6,7 @@ using UnityEngine; ...@@ -6,7 +6,7 @@ using UnityEngine;
public class Item : ScriptableObject { public class Item : ScriptableObject {
public int id; public int id;
public string name; public string nom;
public string description; public string description;
public Sprite image; public Sprite image;
......
...@@ -15,9 +15,12 @@ public class PlayerMovement : MonoBehaviour ...@@ -15,9 +15,12 @@ public class PlayerMovement : MonoBehaviour
{ {
public float speed; public float speed;
private Rigidbody2D myRigidbody; private Rigidbody2D myRigidbody;
private Vector3 change; private Vector2 moveDirection;
private Animator animator; private Animator animator;
public PlayerState currentState; public PlayerState currentState;
public GameObject player;
public bool[] ispassed;
public int stage;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
...@@ -26,45 +29,51 @@ public class PlayerMovement : MonoBehaviour ...@@ -26,45 +29,51 @@ public class PlayerMovement : MonoBehaviour
animator = GetComponent<Animator>(); animator = GetComponent<Animator>();
myRigidbody = GetComponent<Rigidbody2D>(); myRigidbody = GetComponent<Rigidbody2D>();
animator.SetFloat("moveX", 0); animator.SetFloat("moveX", 0);
animator.SetFloat("moveY", -1); animator.SetFloat("moveY", -1);
ispassed = new bool[] { false, false, false, false };
stage = 0;
} }
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
ProcessInputs();
change = Vector3.zero;
change.x = Input.GetAxisRaw("Horizontal");
change.y = Input.GetAxisRaw("Vertical");
if(currentState == PlayerState.walk) if(currentState == PlayerState.walk)
{ {
UpdateAnimationAndMove(); UpdateAnimationAndMove();
} }
Vector3 pos = Camera.main.WorldToViewportPoint(transform.position); Vector3 pos = Camera.main.WorldToViewportPoint(transform.position);
pos.x = Mathf.Clamp01(pos.x); pos.x = Mathf.Clamp01(pos.x);
pos.y = Mathf.Clamp01(pos.y); pos.y = Mathf.Clamp01(pos.y);
transform.position = Camera.main.ViewportToWorldPoint(pos); transform.position = Camera.main.ViewportToWorldPoint(pos);
gameIntelligence();
}
private void FixedUpdate()
{
moveDirection.Normalize();
myRigidbody.velocity = new Vector2(moveDirection.x * speed, moveDirection.y * speed);
} }
void MoveCharacter() private void ProcessInputs()
{ {
change.Normalize(); float moveX = Input.GetAxisRaw("Horizontal");
myRigidbody.MovePosition(transform.position + change * speed * Time.deltaTime); float moveY = Input.GetAxisRaw("Vertical");
moveDirection = new Vector2(moveX, moveY);
} }
void UpdateAnimationAndMove() void UpdateAnimationAndMove()
{ {
if (change != Vector3.zero) if (moveDirection != Vector2.zero)
{ {
MoveCharacter();
animator.SetFloat("moveX", change.x); animator.SetFloat("moveX", moveDirection.x);
animator.SetFloat("moveY", change.y); animator.SetFloat("moveY", moveDirection.y);
animator.SetBool("moving", true); animator.SetBool("moving", true);
} }
...@@ -72,6 +81,49 @@ public class PlayerMovement : MonoBehaviour ...@@ -72,6 +81,49 @@ public class PlayerMovement : MonoBehaviour
{ {
animator.SetBool("moving", false); animator.SetBool("moving", false);
} }
}
void gameIntelligence()
{
if (this.GetComponent<PlayerNature>().currentNature >= 100 && stage == 0)
{
GenerateMap.instance.generateBoutique(0, 0, "chaussure");
stage++;
}
else if (stage == 1 && ispassed[0] == true)
{
GenerateMap.instance.generateUsine(0, 1);
stage++;
}
else if (this.GetComponent<PlayerNature>().currentNature >= 100 && stage == 2)
{
GenerateMap.instance.generateBoutique(0, 2, "baton");
stage++;
}
else if (stage == 3 && ispassed[1] == true)
{
GenerateMap.instance.generateUsine(1, 1);
stage++;
}
else if (this.GetComponent<PlayerNature>().currentNature >= 100 && stage == 4)
{
GenerateMap.instance.generateBoutique(1, 2, "rechaud");
stage++;
}
else if (stage == 5 && ispassed[2] == true)
{
GenerateMap.instance.generateUsine(2, 0);
stage++;
}
else if (this.GetComponent<PlayerNature>().currentNature >= 100 && stage == 6)
{
GenerateMap.instance.generateBoutique(2, 1, "tente");
stage++;
}
else if (stage == 7 && ispassed[3] == true)
{
GenerateMap.instance.generateUsine(1, 0);
//stage++;
}
} }
} }
...@@ -44,16 +44,13 @@ public class PlayerNature : MonoBehaviour ...@@ -44,16 +44,13 @@ public class PlayerNature : MonoBehaviour
void Update() void Update()
{ {
//toutes les x secondes => on perd un certain nombre de secondes ////toutes les x secondes => on perd un certain nombre de secondes
if (Time.time > nextActionTime) //if (Time.time > nextActionTime)
{ //{
nextActionTime += period; // nextActionTime += period;
this.LooseNature(this.TimeDamage);
}
if (this.currentNature < 0) // this.LooseNature(this.TimeDamage);
Debug.Log("qsidjgbisdfjghb"); //}
} }
// Perd un certain nombre de points de nature // Perd un certain nombre de points de nature
...@@ -72,6 +69,9 @@ public class PlayerNature : MonoBehaviour ...@@ -72,6 +69,9 @@ public class PlayerNature : MonoBehaviour
{ {
this.currentNature += bonus; this.currentNature += bonus;
if (this.currentNature >= 100)
this.currentNature = 100;
this.natureBar.SetValue(this.currentNature); this.natureBar.SetValue(this.currentNature);
} }
......
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
using UnityEngine.UI; using UnityEngine.UI;
/// <summary>
/// Ce script n'est plus utilisé
/// </summary>
public class loadScene : MonoBehaviour public class loadScene : MonoBehaviour
{ {
public int nextYear; public string nextYear;
public Text year; public Text year;
public Text city; public Text city;
public string scene; public string scene;
public Animator animmator; public Animator animmator;
public void ChargerScene() { public string nom;
animmator.SetBool("Change",true);
year.text=""+nextYear;
city.text="DUSSELDORF"; public void ChargerScene()
{
animmator.SetBool("Change", true);
year.text = "" + nextYear;
city.text = nom;
StartCoroutine(nextLevelTimer()); StartCoroutine(nextLevelTimer());
} }
private IEnumerator nextLevelTimer() private IEnumerator nextLevelTimer()
{ {
yield return new WaitForSeconds(5); yield return new WaitForSeconds(5);
SceneManager.LoadScene(scene); SceneManager.LoadScene(scene);
} }
...@@ -36,7 +42,6 @@ public class loadScene : MonoBehaviour ...@@ -36,7 +42,6 @@ public class loadScene : MonoBehaviour
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
} }
public void ExitGame() public void ExitGame()
......
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Shopping : MonoBehaviour
{
private bool playerInRange;
private bool isBuy = false;
public Item sellItem = null;
//public GameObject[] itemForSale = new GameObject[2];
public List<GameObject> itemForSale = new List<GameObject>();
public GameObject panelEbutton;
public GameObject Ebutton;
public GameObject textEbutton;
public GameObject textEbuttonObject;
// Start is called before the first frame update
void Start()
{
panelEbutton.GetComponent<CanvasRenderer>().SetAlpha(0f);
Ebutton.GetComponent<CanvasRenderer>().SetAlpha(0f);
textEbutton.GetComponent<CanvasRenderer>().SetAlpha(0f);
textEbuttonObject.GetComponent<CanvasRenderer>().SetAlpha(0f);
}
// Update is called once per frame
void Update()
{
if (playerInRange)
{
switch (sellItem.id)
{
case 1:
textEbuttonObject.GetComponent<Text>().text = "Chaussures de marche";
break;
case 2:
textEbuttonObject.GetComponent<Text>().text = "Bâton de marche";
break;
case 3:
textEbuttonObject.GetComponent<Text>().text = "Réchaud";
break;
case 4:
textEbuttonObject.GetComponent<Text>().text = "Tente";
break;
}
}
if ((Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown("joystick button 1")) && playerInRange && sellItem && itemForSale.Count > 0)
{
if (!isBuy)
PlayerNature.instance.LooseNature(20);
switch (sellItem.id)
{
case 1:
Dialog.instance.setSituation("boutiqueChaussure");
isBuy = true;
break;
case 2:
Dialog.instance.setSituation("boutiqueBaton");
isBuy = true;
break;
case 3:
Dialog.instance.setSituation("boutiqueRechaud");
isBuy = true;
break;
case 4:
Dialog.instance.setSituation("boutiqueTente");
isBuy = true;
break;
}
panelEbutton.GetComponent<CanvasRenderer>().SetAlpha(0f);
Ebutton.GetComponent<CanvasRenderer>().SetAlpha(0f);
textEbutton.GetComponent<CanvasRenderer>().SetAlpha(0f);
textEbuttonObject.GetComponent<CanvasRenderer>().SetAlpha(0f);
Inventory.instance.addItem(sellItem);
Debug.Log(sellItem.name.ToString() + " a bien ete ajouté a l'inventaire");
}
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.CompareTag("Player"))
{
playerInRange = true;
if (isBuy == false)
{
panelEbutton.GetComponent<CanvasRenderer>().SetAlpha(1f);
Ebutton.GetComponent<CanvasRenderer>().SetAlpha(1f);
textEbutton.GetComponent<CanvasRenderer>().SetAlpha(1f);
textEbuttonObject.GetComponent<CanvasRenderer>().SetAlpha(1f);
}
}
}
private void OnTriggerExit2D(Collider2D collision)
{
playerInRange = false;
panelEbutton.GetComponent<CanvasRenderer>().SetAlpha(0f);
Ebutton.GetComponent<CanvasRenderer>().SetAlpha(0f);
textEbutton.GetComponent<CanvasRenderer>().SetAlpha(0f);
textEbuttonObject.GetComponent<CanvasRenderer>().SetAlpha(0f);
}
}
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