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:
2026-05-17 16:28:37 +02:00
parent 456d876847
commit 4743c307a6
15 changed files with 120 additions and 1195 deletions

View File

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