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:
2026-05-17 21:59:45 +02:00
parent 385b4f690e
commit 44b758360c
6 changed files with 4 additions and 370 deletions

View File

@@ -13,7 +13,6 @@ public class GameManager : MonoBehaviour
public GameObject playerRoot; public GameObject playerRoot;
public SpectatorCamera spectatorCamera; public SpectatorCamera spectatorCamera;
public GameHUD gameHUD; public GameHUD gameHUD;
public EliminationOverlay eliminationOverlay;
public GamePhase CurrentPhase { get; private set; } = GamePhase.Lobby; public GamePhase CurrentPhase { get; private set; } = GamePhase.Lobby;
public bool IsLocalEliminated { get; private set; } = false; public bool IsLocalEliminated { get; private set; } = false;
@@ -93,7 +92,6 @@ public class GameManager : MonoBehaviour
{ {
IsLocalEliminated = true; IsLocalEliminated = true;
TransitionTo(GamePhase.Eliminated); TransitionTo(GamePhase.Eliminated);
eliminationOverlay?.ShowEliminated();
} }
} }
@@ -102,7 +100,6 @@ public class GameManager : MonoBehaviour
if (sessionId == NetworkManager.Instance?.LocalSessionId) if (sessionId == NetworkManager.Instance?.LocalSessionId)
{ {
TransitionTo(GamePhase.Qualified); TransitionTo(GamePhase.Qualified);
eliminationOverlay?.ShowQualified();
} }
} }
@@ -122,7 +119,6 @@ public class GameManager : MonoBehaviour
void HandleGameEnd(string winner) void HandleGameEnd(string winner)
{ {
eliminationOverlay?.ShowGameEnd(winner);
} }
void HandleDisconnected() void HandleDisconnected()

View File

@@ -1,155 +0,0 @@
using UnityEngine;
using System.Collections;
/// <summary>
/// Manages race checkpoints and the finish line.
/// Place checkpoint GameObjects in order in the Inspector array.
/// Each checkpoint needs a Collider set to "Is Trigger".
/// The last checkpoint in the array is treated as the finish line.
/// Attach to a persistent manager GameObject in the race scene.
/// </summary>
public class CheckpointSystem : MonoBehaviour
{
public static CheckpointSystem Instance { get; private set; }
[Header("Checkpoints (in order — last one = finish line)")]
public Collider[] checkpoints;
[Header("Visuals")]
[Tooltip("Material to apply to active (next) checkpoint")]
public Material checkpointActiveMaterial;
[Tooltip("Material to apply to passed checkpoints")]
public Material checkpointPassedMaterial;
[Tooltip("Material to apply to finish line")]
public Material finishLineMaterial;
public int LocalCheckpointIndex => _localCheckpointIndex;
public bool RaceStarted { get; private set; }
private int _localCheckpointIndex = 0;
private Renderer[] _checkpointRenderers;
private bool _finished = false;
void Awake()
{
Instance = this;
}
void Start()
{
_checkpointRenderers = new Renderer[checkpoints.Length];
for (int i = 0; i < checkpoints.Length; i++)
{
_checkpointRenderers[i] = checkpoints[i].GetComponent<Renderer>();
checkpoints[i].gameObject.name = $"Checkpoint_{i}";
// Auto-assign index so trigger knows its position in the sequence
var trigger = checkpoints[i].GetComponent<CheckpointTrigger>();
if (trigger != null) trigger.checkpointIndex = i;
}
// Tell HUD total checkpoints
GameHUD.TotalCheckpoints = checkpoints.Length;
UpdateCheckpointVisuals();
}
/// <summary>Called by CheckpointTrigger on each checkpoint object.</summary>
public void OnLocalPlayerHitCheckpoint(int index)
{
if (_finished) return;
if (index != _localCheckpointIndex) return;
// CP0 = start gate: activate race HUD and start local timer
if (index == 0)
{
RaceStarted = true;
GameHUD.Instance?.SetLocalRaceActive(true);
}
_localCheckpointIndex++;
StatsTracker.Instance?.RegisterCheckpoint();
NetworkManager.Instance?.SendCheckpoint(_localCheckpointIndex);
Debug.Log($"[Checkpoint] Reached {_localCheckpointIndex}/{checkpoints.Length}");
// Update HUD
GameHUD.Instance?.SetCheckpoint(_localCheckpointIndex, checkpoints.Length);
UpdateCheckpointVisuals();
if (_localCheckpointIndex >= checkpoints.Length)
{
_finished = true;
StatsTracker.Instance?.RegisterFinish(GameHUD.Instance != null ? GameHUD.Instance.LocalRaceTimer : 0f);
Debug.Log("[Checkpoint] FINISH LINE reached!");
}
else
{
StartCoroutine(FlashCheckpoint(_localCheckpointIndex));
}
}
public void ResetForRound()
{
_localCheckpointIndex = 0;
_finished = false;
RaceStarted = false;
UpdateCheckpointVisuals();
GameHUD.Instance?.SetLocalRaceActive(false);
}
private void UpdateCheckpointVisuals()
{
for (int i = 0; i < checkpoints.Length; i++)
{
if (_checkpointRenderers[i] == null) continue;
if (i < _localCheckpointIndex)
{
// Passed
if (checkpointPassedMaterial != null)
_checkpointRenderers[i].material = checkpointPassedMaterial;
_checkpointRenderers[i].enabled = false; // hide passed checkpoints
}
else if (i == _localCheckpointIndex)
{
// Active (next to hit)
_checkpointRenderers[i].enabled = true;
if (i == checkpoints.Length - 1 && finishLineMaterial != null)
_checkpointRenderers[i].material = finishLineMaterial;
else if (checkpointActiveMaterial != null)
_checkpointRenderers[i].material = checkpointActiveMaterial;
}
else
{
// Upcoming (not yet active)
_checkpointRenderers[i].enabled = true;
}
}
}
private IEnumerator FlashCheckpoint(int index)
{
if (index < 0 || index >= checkpoints.Length) yield break;
var rend = _checkpointRenderers[index];
if (rend == null) yield break;
Color orig = rend.material.HasProperty("_BaseColor")
? rend.material.GetColor("_BaseColor")
: rend.material.color;
for (int i = 0; i < 3; i++)
{
SetRendererColor(rend, new Color(0.3f, 1f, 0.5f));
yield return new WaitForSeconds(0.08f);
SetRendererColor(rend, orig);
yield return new WaitForSeconds(0.08f);
}
}
private static void SetRendererColor(Renderer rend, Color c)
{
if (rend.material.HasProperty("_BaseColor")) rend.material.SetColor("_BaseColor", c);
else rend.material.color = c;
}
}

View File

@@ -1,18 +0,0 @@
using UnityEngine;
/// <summary>
/// Attach to each checkpoint GameObject (which must have a trigger Collider).
/// Set the checkpointIndex in the Inspector to match the checkpoint's position in the sequence.
/// </summary>
public class CheckpointTrigger : MonoBehaviour
{
[Tooltip("Index in the CheckpointSystem.checkpoints array (0-based)")]
public int checkpointIndex = 0;
void OnTriggerEnter(Collider other)
{
// Only trigger for the local player (has PlayerController)
if (other.GetComponent<PlayerController>() == null) return;
CheckpointSystem.Instance?.OnLocalPlayerHitCheckpoint(checkpointIndex);
}
}

View File

@@ -17,11 +17,9 @@ public class StatsTracker : MonoBehaviour
private float _totalDistance; private float _totalDistance;
private int _totalJumps; private int _totalJumps;
private float _maxSpeed; private float _maxSpeed;
private float _bestRaceTime; // 0 = not set
private int _racesPlayed; private int _racesPlayed;
private int _qualifications; private int _qualifications;
private int _eliminations; private int _eliminations;
private int _checkpointsTotal;
private int _bumpsGiven; private int _bumpsGiven;
private float _totalPlaytime; private float _totalPlaytime;
@@ -104,18 +102,6 @@ public class StatsTracker : MonoBehaviour
_bumpsGiven++; _bumpsGiven++;
} }
public void RegisterCheckpoint()
{
_checkpointsTotal++;
}
public void RegisterFinish(float raceTime)
{
if (raceTime <= 0f) return;
if (_bestRaceTime <= 0f || raceTime < _bestRaceTime)
_bestRaceTime = raceTime;
}
// ─── Event handlers ────────────────────────────────────────────────── // ─── Event handlers ──────────────────────────────────────────────────
private void OnConnected() private void OnConnected()
@@ -187,11 +173,11 @@ public class StatsTracker : MonoBehaviour
totalDistance = _totalDistance, totalDistance = _totalDistance,
totalJumps = _totalJumps, totalJumps = _totalJumps,
maxSpeed = _maxSpeed, maxSpeed = _maxSpeed,
bestRaceTime = _bestRaceTime > 0f ? _bestRaceTime : 0f,
racesPlayed = _racesPlayed, racesPlayed = _racesPlayed,
qualifications = _qualifications, qualifications = _qualifications,
eliminations = _eliminations, eliminations = _eliminations,
checkpointsTotal = _checkpointsTotal,
bumpsGiven = _bumpsGiven, bumpsGiven = _bumpsGiven,
totalPlaytime = _totalPlaytime, totalPlaytime = _totalPlaytime,
} }
@@ -224,11 +210,9 @@ public class StatsTracker : MonoBehaviour
public float totalDistance; public float totalDistance;
public int totalJumps; public int totalJumps;
public float maxSpeed; public float maxSpeed;
public float bestRaceTime;
public int racesPlayed; public int racesPlayed;
public int qualifications; public int qualifications;
public int eliminations; public int eliminations;
public int checkpointsTotal;
public int bumpsGiven; public int bumpsGiven;
public float totalPlaytime; public float totalPlaytime;
} }

View File

@@ -1,142 +0,0 @@
using System.Collections;
using UnityEngine;
/// <summary>
/// Full-screen overlay for elimination, qualification, and game-end events.
/// Fade in → hold → fade out automatically.
/// </summary>
public class EliminationOverlay : MonoBehaviour
{
private enum OverlayType { None, Eliminated, Qualified, GameEnd }
private OverlayType _type = OverlayType.None;
private float _alpha = 0f;
private string _winnerName = "";
private static Texture2D _bgTex;
void Start()
{
if (_bgTex == null)
{
_bgTex = new Texture2D(1, 1);
_bgTex.SetPixel(0, 0, Color.white);
_bgTex.Apply();
}
}
public void ShowEliminated() => StartCoroutine(ShowOverlay(OverlayType.Eliminated, 3f));
public void ShowQualified() => StartCoroutine(ShowOverlay(OverlayType.Qualified, 2.5f));
public void ShowGameEnd(string winner)
{
_winnerName = winner;
StartCoroutine(ShowOverlay(OverlayType.GameEnd, 6f));
}
private IEnumerator ShowOverlay(OverlayType type, float holdTime)
{
_type = type;
// Fade in
float t = 0f;
while (t < 0.3f)
{
t += Time.deltaTime;
_alpha = Mathf.Clamp01(t / 0.3f);
yield return null;
}
_alpha = 1f;
// Hold
yield return new WaitForSeconds(holdTime);
// Fade out
t = 0f;
while (t < 0.4f)
{
t += Time.deltaTime;
_alpha = 1f - Mathf.Clamp01(t / 0.4f);
yield return null;
}
_alpha = 0f;
_type = OverlayType.None;
}
void OnGUI()
{
if (_type == OverlayType.None || _alpha < 0.01f) return;
// Background tint
Color bgColor = _type switch
{
OverlayType.Eliminated => new Color(0.7f, 0.05f, 0.05f, _alpha * 0.55f),
OverlayType.Qualified => new Color(0.05f, 0.55f, 0.15f, _alpha * 0.45f),
OverlayType.GameEnd => new Color(0.05f, 0.05f, 0.3f, _alpha * 0.6f),
_ => Color.clear
};
GUI.color = bgColor;
GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), _bgTex);
GUI.color = Color.white;
// Main text
var mainStyle = new GUIStyle(GUI.skin.label)
{
alignment = TextAnchor.MiddleCenter,
fontSize = 72,
fontStyle = FontStyle.Bold,
};
string mainText = _type switch
{
OverlayType.Eliminated => "ÉLIMINÉ !",
OverlayType.Qualified => "QUALIFIÉ !",
OverlayType.GameEnd => "VICTOIRE !",
_ => ""
};
Color textColor = _type switch
{
OverlayType.Eliminated => new Color(1f, 0.3f, 0.2f, _alpha),
OverlayType.Qualified => new Color(0.3f, 1f, 0.5f, _alpha),
OverlayType.GameEnd => new Color(1f, 0.85f, 0.1f, _alpha),
_ => Color.clear
};
mainStyle.normal.textColor = textColor;
GUI.Label(new Rect(0, Screen.height * 0.35f, Screen.width, 100f), mainText, mainStyle);
// Sub text
var subStyle = new GUIStyle(GUI.skin.label)
{
alignment = TextAnchor.MiddleCenter,
fontSize = 26,
fontStyle = FontStyle.Bold,
};
subStyle.normal.textColor = new Color(1f, 1f, 1f, _alpha * 0.85f);
string subText = _type switch
{
OverlayType.Eliminated => "Meilleure chance la prochaine fois !",
OverlayType.Qualified => "Tu passes au round suivant !",
OverlayType.GameEnd => $"Gagnant : {_winnerName}",
_ => ""
};
GUI.Label(new Rect(0, Screen.height * 0.35f + 100f, Screen.width, 50f), subText, subStyle);
// Emoji accent
var emojiStyle = new GUIStyle(GUI.skin.label)
{
alignment = TextAnchor.MiddleCenter,
fontSize = 48,
};
emojiStyle.normal.textColor = new Color(1f, 1f, 1f, _alpha * 0.7f);
string emoji = _type switch
{
OverlayType.Eliminated => "💀",
OverlayType.Qualified => "✅",
OverlayType.GameEnd => "🏆",
_ => ""
};
GUI.Label(new Rect(0, Screen.height * 0.35f - 80f, Screen.width, 70f), emoji, emojiStyle);
}
}

View File

@@ -16,9 +16,6 @@ public class GameHUD : MonoBehaviour
private float _roundTimer = 0f; private float _roundTimer = 0f;
private bool _timerRunning = false; private bool _timerRunning = false;
// Checkpoint info (set by CheckpointSystem)
private int _checkpointsCurrent = 0;
private int _checkpointsTotal = 5;
// Local race state (activated when CP0 gate is crossed, independent of server phase) // Local race state (activated when CP0 gate is crossed, independent of server phase)
private bool _localRaceActive = false; private bool _localRaceActive = false;
@@ -64,7 +61,6 @@ public class GameHUD : MonoBehaviour
_gameMode = mode; _gameMode = mode;
_roundTimer = 0f; _roundTimer = 0f;
_timerRunning = true; _timerRunning = true;
_checkpointsCurrent = 0;
} }
void OnPhaseChanged(string phase) void OnPhaseChanged(string phase)
@@ -95,7 +91,7 @@ public class GameHUD : MonoBehaviour
public void SetCountdown(float v) => _countdown = v; public void SetCountdown(float v) => _countdown = v;
public void SetRoundInfo(int round, string mode) { _roundNumber = round; _gameMode = mode; } public void SetRoundInfo(int round, string mode) { _roundNumber = round; _gameMode = mode; }
public void SetTotalRounds(int n) => _totalRounds = n; public void SetTotalRounds(int n) => _totalRounds = n;
public void SetCheckpoint(int current, int total) { _checkpointsCurrent = current; _checkpointsTotal = total; }
public void SetLocalRaceActive(bool active) public void SetLocalRaceActive(bool active)
{ {
@@ -207,38 +203,11 @@ public class GameHUD : MonoBehaviour
$"{mins:00}:{secs:00}", timerStyle); $"{mins:00}:{secs:00}", timerStyle);
} }
// ── Race: checkpoint progress (bottom center) ─────────────────────
if (_gameMode == "race" && (_phase == "playing" || _localRaceActive))
{
float bw = 300f;
float bx = (Screen.width - bw) / 2f;
float by = Screen.height - 60f;
GUI.color = new Color(0.08f, 0.08f, 0.12f, 0.85f);
GUI.DrawTexture(new Rect(bx - 8f, by - 8f, bw + 16f, 36f), _bgTex);
GUI.color = Color.white;
// Background bar
GUI.color = new Color(0.2f, 0.2f, 0.28f, 1f);
GUI.DrawTexture(new Rect(bx, by, bw, 20f), _barBgTex);
// Fill
float fill = _checkpointsTotal > 0 ? (float)_checkpointsCurrent / _checkpointsTotal : 0f;
GUI.color = new Color(0.3f, 1f, 0.5f, 1f);
GUI.DrawTexture(new Rect(bx, by, bw * fill, 20f), _barFillTex);
GUI.color = Color.white;
var cpStyle = new GUIStyle(GUI.skin.label) { alignment = TextAnchor.MiddleCenter, fontSize = 11 };
cpStyle.normal.textColor = Color.white;
GUI.Label(new Rect(bx, by, bw, 20f),
$"Checkpoint {_checkpointsCurrent} / {_checkpointsTotal}", cpStyle);
}
} }
// Static accessors for cross-script use // Static accessors for cross-script use
public static GameHUD Instance { get; private set; } public static GameHUD Instance { get; private set; }
public static int TotalCheckpoints { get; set; } = 5;
// Cached values updated from NetworkManager state polling // Cached values updated from NetworkManager state polling
private int _cachedPlayersAlive = 0; private int _cachedPlayersAlive = 0;