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>
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@@ -88,6 +88,7 @@ public class LobbyUI : MonoBehaviour
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_lobbyActive = false;
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_isConnecting = false;
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_statusMessage = "";
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CancelInvoke(nameof(CheckConnectionTimeout));
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// --- Activate the player hierarchy ---
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if (playerRoot != null)
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@@ -113,6 +114,7 @@ public class LobbyUI : MonoBehaviour
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rb.position = spawnPos;
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}
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pc.transform.position = spawnPos;
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pc.SetSpawnPosition(spawnPos);
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Debug.Log($"[Lobby] Player teleported to spawn: {spawnPos}");
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}
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pc.enabled = true;
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