remove: scripts CheckpointSystem, CheckpointTrigger, EliminationOverlay
Nettoie aussi les references dans GameManager, GameHUD et StatsTracker. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -13,7 +13,6 @@ public class GameManager : MonoBehaviour
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public GameObject playerRoot;
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public SpectatorCamera spectatorCamera;
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public GameHUD gameHUD;
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public EliminationOverlay eliminationOverlay;
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public GamePhase CurrentPhase { get; private set; } = GamePhase.Lobby;
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public bool IsLocalEliminated { get; private set; } = false;
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@@ -93,7 +92,6 @@ public class GameManager : MonoBehaviour
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{
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IsLocalEliminated = true;
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TransitionTo(GamePhase.Eliminated);
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eliminationOverlay?.ShowEliminated();
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}
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}
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@@ -102,7 +100,6 @@ public class GameManager : MonoBehaviour
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if (sessionId == NetworkManager.Instance?.LocalSessionId)
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{
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TransitionTo(GamePhase.Qualified);
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eliminationOverlay?.ShowQualified();
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}
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}
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@@ -122,7 +119,6 @@ public class GameManager : MonoBehaviour
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void HandleGameEnd(string winner)
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{
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eliminationOverlay?.ShowGameEnd(winner);
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}
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void HandleDisconnected()
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@@ -1,155 +0,0 @@
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using UnityEngine;
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using System.Collections;
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/// <summary>
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/// Manages race checkpoints and the finish line.
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/// Place checkpoint GameObjects in order in the Inspector array.
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/// Each checkpoint needs a Collider set to "Is Trigger".
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/// The last checkpoint in the array is treated as the finish line.
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/// Attach to a persistent manager GameObject in the race scene.
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/// </summary>
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public class CheckpointSystem : MonoBehaviour
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{
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public static CheckpointSystem Instance { get; private set; }
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[Header("Checkpoints (in order — last one = finish line)")]
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public Collider[] checkpoints;
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[Header("Visuals")]
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[Tooltip("Material to apply to active (next) checkpoint")]
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public Material checkpointActiveMaterial;
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[Tooltip("Material to apply to passed checkpoints")]
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public Material checkpointPassedMaterial;
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[Tooltip("Material to apply to finish line")]
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public Material finishLineMaterial;
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public int LocalCheckpointIndex => _localCheckpointIndex;
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public bool RaceStarted { get; private set; }
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private int _localCheckpointIndex = 0;
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private Renderer[] _checkpointRenderers;
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private bool _finished = false;
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void Awake()
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{
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Instance = this;
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}
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void Start()
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{
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_checkpointRenderers = new Renderer[checkpoints.Length];
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for (int i = 0; i < checkpoints.Length; i++)
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{
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_checkpointRenderers[i] = checkpoints[i].GetComponent<Renderer>();
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checkpoints[i].gameObject.name = $"Checkpoint_{i}";
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// Auto-assign index so trigger knows its position in the sequence
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var trigger = checkpoints[i].GetComponent<CheckpointTrigger>();
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if (trigger != null) trigger.checkpointIndex = i;
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}
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// Tell HUD total checkpoints
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GameHUD.TotalCheckpoints = checkpoints.Length;
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UpdateCheckpointVisuals();
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}
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/// <summary>Called by CheckpointTrigger on each checkpoint object.</summary>
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public void OnLocalPlayerHitCheckpoint(int index)
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{
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if (_finished) return;
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if (index != _localCheckpointIndex) return;
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// CP0 = start gate: activate race HUD and start local timer
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if (index == 0)
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{
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RaceStarted = true;
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GameHUD.Instance?.SetLocalRaceActive(true);
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}
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_localCheckpointIndex++;
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StatsTracker.Instance?.RegisterCheckpoint();
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NetworkManager.Instance?.SendCheckpoint(_localCheckpointIndex);
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Debug.Log($"[Checkpoint] Reached {_localCheckpointIndex}/{checkpoints.Length}");
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// Update HUD
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GameHUD.Instance?.SetCheckpoint(_localCheckpointIndex, checkpoints.Length);
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UpdateCheckpointVisuals();
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if (_localCheckpointIndex >= checkpoints.Length)
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{
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_finished = true;
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StatsTracker.Instance?.RegisterFinish(GameHUD.Instance != null ? GameHUD.Instance.LocalRaceTimer : 0f);
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Debug.Log("[Checkpoint] FINISH LINE reached!");
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}
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else
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{
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StartCoroutine(FlashCheckpoint(_localCheckpointIndex));
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}
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}
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public void ResetForRound()
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{
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_localCheckpointIndex = 0;
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_finished = false;
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RaceStarted = false;
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UpdateCheckpointVisuals();
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GameHUD.Instance?.SetLocalRaceActive(false);
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}
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private void UpdateCheckpointVisuals()
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{
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for (int i = 0; i < checkpoints.Length; i++)
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{
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if (_checkpointRenderers[i] == null) continue;
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if (i < _localCheckpointIndex)
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{
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// Passed
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if (checkpointPassedMaterial != null)
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_checkpointRenderers[i].material = checkpointPassedMaterial;
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_checkpointRenderers[i].enabled = false; // hide passed checkpoints
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}
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else if (i == _localCheckpointIndex)
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{
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// Active (next to hit)
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_checkpointRenderers[i].enabled = true;
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if (i == checkpoints.Length - 1 && finishLineMaterial != null)
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_checkpointRenderers[i].material = finishLineMaterial;
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else if (checkpointActiveMaterial != null)
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_checkpointRenderers[i].material = checkpointActiveMaterial;
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}
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else
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{
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// Upcoming (not yet active)
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_checkpointRenderers[i].enabled = true;
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}
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}
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}
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private IEnumerator FlashCheckpoint(int index)
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{
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if (index < 0 || index >= checkpoints.Length) yield break;
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var rend = _checkpointRenderers[index];
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if (rend == null) yield break;
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Color orig = rend.material.HasProperty("_BaseColor")
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? rend.material.GetColor("_BaseColor")
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: rend.material.color;
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for (int i = 0; i < 3; i++)
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{
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SetRendererColor(rend, new Color(0.3f, 1f, 0.5f));
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yield return new WaitForSeconds(0.08f);
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SetRendererColor(rend, orig);
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yield return new WaitForSeconds(0.08f);
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}
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}
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private static void SetRendererColor(Renderer rend, Color c)
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{
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if (rend.material.HasProperty("_BaseColor")) rend.material.SetColor("_BaseColor", c);
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else rend.material.color = c;
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}
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}
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@@ -1,18 +0,0 @@
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using UnityEngine;
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/// <summary>
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/// Attach to each checkpoint GameObject (which must have a trigger Collider).
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/// Set the checkpointIndex in the Inspector to match the checkpoint's position in the sequence.
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/// </summary>
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public class CheckpointTrigger : MonoBehaviour
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{
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[Tooltip("Index in the CheckpointSystem.checkpoints array (0-based)")]
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public int checkpointIndex = 0;
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void OnTriggerEnter(Collider other)
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{
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// Only trigger for the local player (has PlayerController)
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if (other.GetComponent<PlayerController>() == null) return;
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CheckpointSystem.Instance?.OnLocalPlayerHitCheckpoint(checkpointIndex);
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}
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}
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@@ -17,11 +17,9 @@ public class StatsTracker : MonoBehaviour
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private float _totalDistance;
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private int _totalJumps;
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private float _maxSpeed;
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private float _bestRaceTime; // 0 = not set
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private int _racesPlayed;
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private int _qualifications;
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private int _eliminations;
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private int _checkpointsTotal;
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private int _bumpsGiven;
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private float _totalPlaytime;
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@@ -104,18 +102,6 @@ public class StatsTracker : MonoBehaviour
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_bumpsGiven++;
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}
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public void RegisterCheckpoint()
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{
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_checkpointsTotal++;
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}
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public void RegisterFinish(float raceTime)
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{
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if (raceTime <= 0f) return;
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if (_bestRaceTime <= 0f || raceTime < _bestRaceTime)
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_bestRaceTime = raceTime;
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}
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// ─── Event handlers ──────────────────────────────────────────────────
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private void OnConnected()
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@@ -187,11 +173,11 @@ public class StatsTracker : MonoBehaviour
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totalDistance = _totalDistance,
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totalJumps = _totalJumps,
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maxSpeed = _maxSpeed,
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bestRaceTime = _bestRaceTime > 0f ? _bestRaceTime : 0f,
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racesPlayed = _racesPlayed,
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qualifications = _qualifications,
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eliminations = _eliminations,
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checkpointsTotal = _checkpointsTotal,
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bumpsGiven = _bumpsGiven,
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totalPlaytime = _totalPlaytime,
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}
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@@ -224,11 +210,9 @@ public class StatsTracker : MonoBehaviour
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public float totalDistance;
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public int totalJumps;
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public float maxSpeed;
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public float bestRaceTime;
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public int racesPlayed;
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public int qualifications;
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public int eliminations;
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public int checkpointsTotal;
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public int bumpsGiven;
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public float totalPlaytime;
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}
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@@ -1,142 +0,0 @@
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using System.Collections;
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using UnityEngine;
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/// <summary>
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/// Full-screen overlay for elimination, qualification, and game-end events.
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/// Fade in → hold → fade out automatically.
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/// </summary>
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public class EliminationOverlay : MonoBehaviour
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{
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private enum OverlayType { None, Eliminated, Qualified, GameEnd }
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private OverlayType _type = OverlayType.None;
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private float _alpha = 0f;
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private string _winnerName = "";
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private static Texture2D _bgTex;
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void Start()
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{
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if (_bgTex == null)
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{
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_bgTex = new Texture2D(1, 1);
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_bgTex.SetPixel(0, 0, Color.white);
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_bgTex.Apply();
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}
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}
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public void ShowEliminated() => StartCoroutine(ShowOverlay(OverlayType.Eliminated, 3f));
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public void ShowQualified() => StartCoroutine(ShowOverlay(OverlayType.Qualified, 2.5f));
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public void ShowGameEnd(string winner)
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{
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_winnerName = winner;
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StartCoroutine(ShowOverlay(OverlayType.GameEnd, 6f));
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}
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private IEnumerator ShowOverlay(OverlayType type, float holdTime)
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{
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_type = type;
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// Fade in
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float t = 0f;
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while (t < 0.3f)
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{
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t += Time.deltaTime;
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_alpha = Mathf.Clamp01(t / 0.3f);
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yield return null;
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}
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_alpha = 1f;
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// Hold
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yield return new WaitForSeconds(holdTime);
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// Fade out
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t = 0f;
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while (t < 0.4f)
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{
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t += Time.deltaTime;
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_alpha = 1f - Mathf.Clamp01(t / 0.4f);
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yield return null;
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}
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_alpha = 0f;
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_type = OverlayType.None;
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}
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void OnGUI()
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{
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if (_type == OverlayType.None || _alpha < 0.01f) return;
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// Background tint
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Color bgColor = _type switch
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{
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OverlayType.Eliminated => new Color(0.7f, 0.05f, 0.05f, _alpha * 0.55f),
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OverlayType.Qualified => new Color(0.05f, 0.55f, 0.15f, _alpha * 0.45f),
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OverlayType.GameEnd => new Color(0.05f, 0.05f, 0.3f, _alpha * 0.6f),
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_ => Color.clear
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};
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GUI.color = bgColor;
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GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), _bgTex);
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GUI.color = Color.white;
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// Main text
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var mainStyle = new GUIStyle(GUI.skin.label)
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{
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alignment = TextAnchor.MiddleCenter,
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fontSize = 72,
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fontStyle = FontStyle.Bold,
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};
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string mainText = _type switch
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{
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OverlayType.Eliminated => "ÉLIMINÉ !",
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OverlayType.Qualified => "QUALIFIÉ !",
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OverlayType.GameEnd => "VICTOIRE !",
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_ => ""
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};
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Color textColor = _type switch
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{
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OverlayType.Eliminated => new Color(1f, 0.3f, 0.2f, _alpha),
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OverlayType.Qualified => new Color(0.3f, 1f, 0.5f, _alpha),
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OverlayType.GameEnd => new Color(1f, 0.85f, 0.1f, _alpha),
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_ => Color.clear
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};
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mainStyle.normal.textColor = textColor;
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GUI.Label(new Rect(0, Screen.height * 0.35f, Screen.width, 100f), mainText, mainStyle);
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// Sub text
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var subStyle = new GUIStyle(GUI.skin.label)
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{
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alignment = TextAnchor.MiddleCenter,
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fontSize = 26,
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fontStyle = FontStyle.Bold,
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};
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subStyle.normal.textColor = new Color(1f, 1f, 1f, _alpha * 0.85f);
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string subText = _type switch
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{
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OverlayType.Eliminated => "Meilleure chance la prochaine fois !",
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OverlayType.Qualified => "Tu passes au round suivant !",
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OverlayType.GameEnd => $"Gagnant : {_winnerName}",
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_ => ""
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};
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GUI.Label(new Rect(0, Screen.height * 0.35f + 100f, Screen.width, 50f), subText, subStyle);
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// Emoji accent
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var emojiStyle = new GUIStyle(GUI.skin.label)
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{
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alignment = TextAnchor.MiddleCenter,
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fontSize = 48,
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};
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emojiStyle.normal.textColor = new Color(1f, 1f, 1f, _alpha * 0.7f);
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string emoji = _type switch
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{
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OverlayType.Eliminated => "💀",
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OverlayType.Qualified => "✅",
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OverlayType.GameEnd => "🏆",
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_ => ""
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};
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GUI.Label(new Rect(0, Screen.height * 0.35f - 80f, Screen.width, 70f), emoji, emojiStyle);
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}
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}
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@@ -16,9 +16,6 @@ public class GameHUD : MonoBehaviour
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private float _roundTimer = 0f;
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private bool _timerRunning = false;
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// Checkpoint info (set by CheckpointSystem)
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private int _checkpointsCurrent = 0;
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private int _checkpointsTotal = 5;
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// Local race state (activated when CP0 gate is crossed, independent of server phase)
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private bool _localRaceActive = false;
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@@ -64,7 +61,6 @@ public class GameHUD : MonoBehaviour
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_gameMode = mode;
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_roundTimer = 0f;
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_timerRunning = true;
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_checkpointsCurrent = 0;
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}
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void OnPhaseChanged(string phase)
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@@ -95,7 +91,7 @@ public class GameHUD : MonoBehaviour
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public void SetCountdown(float v) => _countdown = v;
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public void SetRoundInfo(int round, string mode) { _roundNumber = round; _gameMode = mode; }
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public void SetTotalRounds(int n) => _totalRounds = n;
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public void SetCheckpoint(int current, int total) { _checkpointsCurrent = current; _checkpointsTotal = total; }
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public void SetLocalRaceActive(bool active)
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{
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@@ -207,38 +203,11 @@ public class GameHUD : MonoBehaviour
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$"{mins:00}:{secs:00}", timerStyle);
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}
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// ── Race: checkpoint progress (bottom center) ─────────────────────
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if (_gameMode == "race" && (_phase == "playing" || _localRaceActive))
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{
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float bw = 300f;
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float bx = (Screen.width - bw) / 2f;
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float by = Screen.height - 60f;
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GUI.color = new Color(0.08f, 0.08f, 0.12f, 0.85f);
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GUI.DrawTexture(new Rect(bx - 8f, by - 8f, bw + 16f, 36f), _bgTex);
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GUI.color = Color.white;
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// Background bar
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GUI.color = new Color(0.2f, 0.2f, 0.28f, 1f);
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GUI.DrawTexture(new Rect(bx, by, bw, 20f), _barBgTex);
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// Fill
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float fill = _checkpointsTotal > 0 ? (float)_checkpointsCurrent / _checkpointsTotal : 0f;
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GUI.color = new Color(0.3f, 1f, 0.5f, 1f);
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GUI.DrawTexture(new Rect(bx, by, bw * fill, 20f), _barFillTex);
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GUI.color = Color.white;
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var cpStyle = new GUIStyle(GUI.skin.label) { alignment = TextAnchor.MiddleCenter, fontSize = 11 };
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cpStyle.normal.textColor = Color.white;
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GUI.Label(new Rect(bx, by, bw, 20f),
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$"Checkpoint {_checkpointsCurrent} / {_checkpointsTotal}", cpStyle);
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}
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}
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// Static accessors for cross-script use
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public static GameHUD Instance { get; private set; }
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public static int TotalCheckpoints { get; set; } = 5;
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// Cached values updated from NetworkManager state polling
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private int _cachedPlayersAlive = 0;
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Reference in New Issue
Block a user