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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@@ -25,8 +25,7 @@ public partial class NetworkPlayer : Schema
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[Type(18, "boolean")] public bool isEliminated = false;
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[Type(19, "boolean")] public bool isQualified = false;
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[Type(20, "boolean")] public bool isReady = false;
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[Type(21, "int8")] public int team = 0;
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[Type(22, "int8")] public int checkpointIndex = 0;
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[Type(21, "int8")] public int checkpointIndex = 0;
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}
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public partial class NetworkState : Schema
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@@ -40,8 +39,5 @@ public partial class NetworkState : Schema
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[Type(4, "int8")] public int totalRounds = 4;
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[Type(5, "int8")] public int playersAlive = 0;
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[Type(6, "string")] public string gameMode = "race";
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[Type(7, "float32")] public float deathZoneY = -100;
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[Type(8, "int16")] public int teamScoreRed = 0;
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[Type(9, "int16")] public int teamScoreBlue = 0;
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[Type(10, "string")] public string winnerName = "";
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[Type(7, "string")] public string winnerName = "";
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}
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