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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@@ -80,11 +80,10 @@ public class CheckpointSystem : MonoBehaviour
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{
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_finished = true;
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Debug.Log("[Checkpoint] FINISH LINE reached!");
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StartCoroutine(FinishFlash());
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}
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else
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{
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StartCoroutine(FlashCheckpoint(index));
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StartCoroutine(FlashCheckpoint(_localCheckpointIndex));
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}
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}
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@@ -146,17 +145,6 @@ public class CheckpointSystem : MonoBehaviour
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}
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}
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private IEnumerator FinishFlash()
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{
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float t = 0f;
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while (t < 2f)
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{
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t += Time.deltaTime;
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yield return null;
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}
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// Finish confirmed via network — GameManager/EliminationOverlay handles the "Qualifié!" overlay
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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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