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Commit a9ef095d authored by v.bloch's avatar v.bloch
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on resout des conflits

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...@@ -32,4 +32,4 @@ Thumbs.db ...@@ -32,4 +32,4 @@ Thumbs.db
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/*
* Script par Tanguy Gimenez
*
*/
using UnityEngine;
public class VerdureGestionNature : MonoBehaviour
{
// nombre maximum de points que peut rapporter un élément de verdure
private const int MAX_POINTS = 10;
// nombre de points que rapporte cet objet
public int nbPoints = 0;
void Start()
{
if (nbPoints > MAX_POINTS)
{
Debug.LogError("nbPoints ne peut pas être supérieur à " + MAX_POINTS);
return;
}
}
// Quand le joueur entre en collision avec le joueur => on ajoute les points (au groupe 12 :tirak:)
private void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Player"))
{
PlayerNature.instance.WinNature(nbPoints);
this.nbPoints = 0;
}
}
}
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using System.Collections; /*
using System.Collections.Generic; * Script par Valentin Bloch
*
*/
using UnityEngine; using UnityEngine;
public class PlayerMovement : MonoBehaviour public class PlayerMovement : MonoBehaviour
...@@ -18,16 +21,23 @@ public class PlayerMovement : MonoBehaviour ...@@ -18,16 +21,23 @@ public class PlayerMovement : MonoBehaviour
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
change = Vector3.zero; change = Vector3.zero;
change.x = Input.GetAxisRaw("Horizontal"); change.x = Input.GetAxisRaw("Horizontal");
change.y = Input.GetAxisRaw("Vertical"); change.y = Input.GetAxisRaw("Vertical");
if(change != Vector3.zero){ if (change != Vector3.zero)
{
MoveCharacter(); MoveCharacter();
} }
}
void MoveCharacter(){ Vector3 pos = Camera.main.WorldToViewportPoint(transform.position);
pos.x = Mathf.Clamp01(pos.x);
pos.y = Mathf.Clamp01(pos.y);
transform.position = Camera.main.ViewportToWorldPoint(pos);
}
void MoveCharacter()
{
myRigidbody.MovePosition(transform.position + change * speed * Time.deltaTime); myRigidbody.MovePosition(transform.position + change * speed * Time.deltaTime);
} }
} }
...@@ -7,33 +7,60 @@ using UnityEngine; ...@@ -7,33 +7,60 @@ using UnityEngine;
public class PlayerNature : MonoBehaviour public class PlayerNature : MonoBehaviour
{ {
// l'instance de PlayerNature (pour un singleton)
public static PlayerNature instance;
// Nombre max de points de nature que le joueur peut avoir (objectif à atteindre)
public int maxNature = 200; public int maxNature = 200;
// Quantité de points actuel
public int currentNature; public int currentNature;
// Jauge de points de nature
public Bar natureBar; public Bar natureBar;
void Start() void Start()
{ {
this.currentNature = this.maxNature/2; this.currentNature = this.maxNature / 2;
this.natureBar.SetMaxNature(this.maxNature); this.natureBar.SetMaxNature(this.maxNature);
} }
// Update is called once per frame
void Update() void Update()
{ {
Vector3 pos = Camera.main.WorldToViewportPoint(transform.position); // DEBUG
pos.x = Mathf.Clamp01(pos.x);
pos.y = Mathf.Clamp01(pos.y);
transform.position = Camera.main.ViewportToWorldPoint(pos);
if (Input.GetKeyDown(KeyCode.Space)) if (Input.GetKeyDown(KeyCode.Space))
this.LooseNature(1); this.LooseNature(1);
} }
// Perd un certain nombre de points de nature
public void LooseNature(int damage) public void LooseNature(int damage)
{ {
this.currentNature -= damage; this.currentNature -= damage;
this.natureBar.SetValue(this.currentNature); this.natureBar.SetValue(this.currentNature);
} }
// Gagne un certain nombre de points de nature
public void WinNature(int bonus)
{
this.currentNature += bonus;
this.natureBar.SetValue(this.currentNature);
}
// Singleton
private void Awake()
{
if (instance != null)
{
Debug.LogWarning("Il y a + d'une instance de PlayerNature");
return;
}
instance = this;
}
} }
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