Steering, HUD course, auto-index checkpoints
- PlayerController: MovementSpeed 5->25, ajout turnDamping+idleDrag pour virages nets - CheckpointSystem: auto-assign checkpointIndex depuis l'array, déclenche race HUD sur CP0 - GameHUD: course visible dès passage de la porte (CP0), timer local indépendant du serveur Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -15,9 +15,15 @@ public class PlayerController : MonoBehaviour
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public float JumpForce = 5f; // Force applied when jumping
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public float MovementSpeed = 5f; // Speed of player movement
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public float MovementSpeed = 25f; // Speed of player movement
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public float BoostSpeed = 2f; // Multiplicateur de vitesse sur GelOrange
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[Header("Steering Feel")]
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[Tooltip("Damps velocity perpendicular to input — higher = sharper turns")]
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public float turnDamping = 7f;
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[Tooltip("Horizontal friction when no input is held")]
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public float idleDrag = 3f;
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[Header("Bump Collision")]
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public float bumpForce = 4f; // Impulse force when bumping a remote player
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public float bumpCooldown = 0.25f; // Minimum time between bumps from the same player
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@@ -261,21 +267,28 @@ public class PlayerController : MonoBehaviour
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}
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}
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if (isForwardHeld)
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Vector3 inputDir = Vector3.zero;
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if (isForwardHeld) inputDir += forward;
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if (isBackwardsHeld) inputDir -= forward;
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if (isRightHeld) inputDir += right;
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if (isLeftHeld) inputDir -= right;
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if (inputDir.sqrMagnitude > 0.01f)
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{
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rb.AddForce(forward * currentSpeed * Time.deltaTime, ForceMode.VelocityChange);
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inputDir.Normalize();
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rb.AddForce(inputDir * currentSpeed * Time.deltaTime, ForceMode.VelocityChange);
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// Counter-force on the lateral component (makes turns sharper)
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Vector3 horizVel = new Vector3(rb.linearVelocity.x, 0f, rb.linearVelocity.z);
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Vector3 perp = horizVel - Vector3.Project(horizVel, inputDir);
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if (perp.sqrMagnitude > 0.01f)
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rb.AddForce(-perp * turnDamping * Time.deltaTime, ForceMode.VelocityChange);
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}
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if (isBackwardsHeld)
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else if (!isOnGelViolet)
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{
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rb.AddForce(-forward * currentSpeed * Time.deltaTime, ForceMode.VelocityChange);
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}
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if (isLeftHeld)
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{
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rb.AddForce(-right * currentSpeed * Time.deltaTime, ForceMode.VelocityChange);
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}
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if (isRightHeld)
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{
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rb.AddForce(right * currentSpeed * Time.deltaTime, ForceMode.VelocityChange);
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// Gradual horizontal slow-down when no key is held
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Vector3 horizVel = new Vector3(rb.linearVelocity.x, 0f, rb.linearVelocity.z);
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rb.AddForce(-horizVel * idleDrag * Time.deltaTime, ForceMode.VelocityChange);
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}
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// GelViolet : colle la balle à la surface (sticky)
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@@ -23,7 +23,10 @@ public class CheckpointSystem : MonoBehaviour
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[Tooltip("Material to apply to finish line")]
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public Material finishLineMaterial;
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private int _localCheckpointIndex = 0; // how many checkpoints this local player passed
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public int LocalCheckpointIndex => _localCheckpointIndex;
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public bool RaceStarted { get; private set; }
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private int _localCheckpointIndex = 0;
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private Renderer[] _checkpointRenderers;
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private bool _finished = false;
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@@ -38,9 +41,11 @@ public class CheckpointSystem : MonoBehaviour
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for (int i = 0; i < checkpoints.Length; i++)
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{
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_checkpointRenderers[i] = checkpoints[i].GetComponent<Renderer>();
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// Tag checkpoints with their index for trigger identification
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checkpoints[i].gameObject.name = $"Checkpoint_{i}";
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// Auto-assign index so trigger knows its position in the sequence
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var trigger = checkpoints[i].GetComponent<CheckpointTrigger>();
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if (trigger != null) trigger.checkpointIndex = i;
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}
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// Tell HUD total checkpoints
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@@ -52,9 +57,15 @@ public class CheckpointSystem : MonoBehaviour
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public void OnLocalPlayerHitCheckpoint(int index)
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{
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if (_finished) return;
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// Must hit checkpoints in order
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if (index != _localCheckpointIndex) return;
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// CP0 = start gate: activate race HUD and start local timer
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if (index == 0)
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{
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RaceStarted = true;
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GameHUD.Instance?.SetLocalRaceActive(true);
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}
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_localCheckpointIndex++;
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NetworkManager.Instance?.SendCheckpoint(_localCheckpointIndex);
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@@ -81,7 +92,9 @@ public class CheckpointSystem : MonoBehaviour
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{
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_localCheckpointIndex = 0;
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_finished = false;
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RaceStarted = false;
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UpdateCheckpointVisuals();
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GameHUD.Instance?.SetLocalRaceActive(false);
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}
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private void UpdateCheckpointVisuals()
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@@ -20,6 +20,10 @@ public class GameHUD : MonoBehaviour
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private int _checkpointsCurrent = 0;
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private int _checkpointsTotal = 5;
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// Local race state (activated when CP0 gate is crossed, independent of server phase)
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private bool _localRaceActive = false;
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private float _localRaceTimer = 0f;
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// Countdown animation
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private float _lastCountdownShown = -1f;
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private float _countdownPulse = 0f;
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@@ -73,6 +77,8 @@ public class GameHUD : MonoBehaviour
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{
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if (_timerRunning)
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_roundTimer += Time.deltaTime;
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if (_localRaceActive)
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_localRaceTimer += Time.deltaTime;
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if (_countdown > 0f && _countdown != _lastCountdownShown)
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{
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@@ -87,9 +93,15 @@ public class GameHUD : MonoBehaviour
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public void SetRoundInfo(int round, string mode) { _roundNumber = round; _gameMode = mode; }
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public void SetCheckpoint(int current, int total) { _checkpointsCurrent = current; _checkpointsTotal = total; }
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public void SetLocalRaceActive(bool active)
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{
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_localRaceActive = active;
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if (!active) _localRaceTimer = 0f;
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}
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void OnGUI()
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{
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if (_phase == "lobby") return;
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if (_phase == "lobby" && !_localRaceActive) return;
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ImGuiSkin.EnsureReady();
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var nm = NetworkManager.Instance;
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@@ -184,10 +196,11 @@ public class GameHUD : MonoBehaviour
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GUI.Label(new Rect(prX, panelY + 40f, 168f, 22f), "joueurs en jeu", aliveLabel);
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// ── Round timer (top center) ──────────────────────────────────────
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if (_timerRunning)
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float displayTimer = _timerRunning ? _roundTimer : (_localRaceActive ? _localRaceTimer : -1f);
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if (displayTimer >= 0f)
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{
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int mins = Mathf.FloorToInt(_roundTimer / 60f);
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int secs = Mathf.FloorToInt(_roundTimer % 60f);
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int mins = Mathf.FloorToInt(displayTimer / 60f);
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int secs = Mathf.FloorToInt(displayTimer % 60f);
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var timerStyle = new GUIStyle(GUI.skin.label)
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{
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alignment = TextAnchor.MiddleCenter,
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@@ -200,7 +213,7 @@ public class GameHUD : MonoBehaviour
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}
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// ── Race: checkpoint progress (bottom center) ─────────────────────
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if (_gameMode == "race" && _phase == "playing")
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if (_gameMode == "race" && (_phase == "playing" || _localRaceActive))
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{
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float bw = 300f;
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float bx = (Screen.width - bw) / 2f;
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