Supprime les mini-jeux (survival/teams), corrige tous les bugs identifiés
- Supprime DeathZone.cs, ZoneCapture.cs, ArenaZoneBuilder.cs - ArenaRoom.js : mode race uniquement, fix _checkRoundEndCondition, fix _getActiveCount - GameState.js : supprime team (Player) et deathZoneY/teamScoreRed/teamScoreBlue (GameState) - NetworkSchema.cs : aligne sur le nouveau schéma serveur (supprime team, indices corrigés) - NetworkManager.cs : supprime OnDeathZoneYChanged/SendDeathZoneHit/SendInZone, OnRoundStart passe totalRounds - GameManager.cs : subscriptions OnEnable→Start/OnDestroy, fix Lobby (player visible si connecté), HandleRoundStart(totalRounds) - GameHUD.cs : supprime blocs survival/teams, ajoute SetTotalRounds, supprime dead code - PlayerController.cs : cache Rigidbody, fix OnCollisionStay gel (supprime else), SetSpawnPosition - CheckpointSystem.cs : flash le prochain checkpoint actif, supprime FinishFlash vide - LobbyUI.cs : CancelInvoke sur connexion, appelle SetSpawnPosition Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -27,32 +27,32 @@ public class GameManager : MonoBehaviour
|
||||
DontDestroyOnLoad(gameObject);
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
void Start()
|
||||
{
|
||||
var nm = NetworkManager.Instance;
|
||||
if (nm == null) return;
|
||||
nm.OnPhaseChanged += HandlePhaseChanged;
|
||||
nm.OnPhaseChanged += HandlePhaseChanged;
|
||||
nm.OnCountdownChanged += HandleCountdownChanged;
|
||||
nm.OnEliminated += HandleEliminated;
|
||||
nm.OnQualified += HandleQualified;
|
||||
nm.OnRoundStart += HandleRoundStart;
|
||||
nm.OnRoundEnd += HandleRoundEnd;
|
||||
nm.OnGameEnd += HandleGameEnd;
|
||||
nm.OnDisconnected += HandleDisconnected;
|
||||
nm.OnEliminated += HandleEliminated;
|
||||
nm.OnQualified += HandleQualified;
|
||||
nm.OnRoundStart += HandleRoundStart;
|
||||
nm.OnRoundEnd += HandleRoundEnd;
|
||||
nm.OnGameEnd += HandleGameEnd;
|
||||
nm.OnDisconnected += HandleDisconnected;
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
void OnDestroy()
|
||||
{
|
||||
var nm = NetworkManager.Instance;
|
||||
if (nm == null) return;
|
||||
nm.OnPhaseChanged -= HandlePhaseChanged;
|
||||
nm.OnPhaseChanged -= HandlePhaseChanged;
|
||||
nm.OnCountdownChanged -= HandleCountdownChanged;
|
||||
nm.OnEliminated -= HandleEliminated;
|
||||
nm.OnQualified -= HandleQualified;
|
||||
nm.OnRoundStart -= HandleRoundStart;
|
||||
nm.OnRoundEnd -= HandleRoundEnd;
|
||||
nm.OnGameEnd -= HandleGameEnd;
|
||||
nm.OnDisconnected -= HandleDisconnected;
|
||||
nm.OnEliminated -= HandleEliminated;
|
||||
nm.OnQualified -= HandleQualified;
|
||||
nm.OnRoundStart -= HandleRoundStart;
|
||||
nm.OnRoundEnd -= HandleRoundEnd;
|
||||
nm.OnGameEnd -= HandleGameEnd;
|
||||
nm.OnDisconnected -= HandleDisconnected;
|
||||
}
|
||||
|
||||
// ─── Event Handlers ───────────────────────────────────────────────────
|
||||
@@ -106,11 +106,12 @@ public class GameManager : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
void HandleRoundStart(int round, string mode)
|
||||
void HandleRoundStart(int round, string mode, int totalRounds)
|
||||
{
|
||||
CurrentRound = round;
|
||||
CurrentMode = mode;
|
||||
gameHUD?.SetRoundInfo(round, mode);
|
||||
gameHUD?.SetTotalRounds(totalRounds);
|
||||
IsLocalEliminated = false;
|
||||
}
|
||||
|
||||
@@ -140,7 +141,7 @@ public class GameManager : MonoBehaviour
|
||||
switch (phase)
|
||||
{
|
||||
case GamePhase.Lobby:
|
||||
SetPlayerActive(false);
|
||||
SetPlayerActive(NetworkManager.Instance?.IsConnected ?? false);
|
||||
SetSpectatorActive(false);
|
||||
gameHUD?.SetPhase("lobby");
|
||||
break;
|
||||
|
||||
Reference in New Issue
Block a user