feat: add Unity project (Assets, ProjectSettings)

This commit is contained in:
2026-05-15 09:13:39 +02:00
parent 19f5d70752
commit c322793b0d
253 changed files with 86009 additions and 1 deletions

1
game

Submodule game deleted from c30fe2cbcf

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Controls;
public class PlayerController : MonoBehaviour
{
// Reference to the Player Input component
private bool isJumpPressed = false;
private float jumpPressTime = 0f;
private bool _isLocalPlayer = false;
public float maxJumpHoldTime = 0.5f; // Ex. limite la puissance du saut
public float JumpForce = 5f; // Force applied when jumping
public float MovementSpeed = 5f; // Speed of player movement
public float BoostSpeed = 2f; // Multiplicateur de vitesse sur GelOrange
[Header("Bump Collision")]
public float bumpForce = 4f; // Impulse force when bumping a remote player
public float bumpCooldown = 0.25f; // Minimum time between bumps from the same player
private Dictionary<int, float> _lastBumpTime = new Dictionary<int, float>();
// Ajout des états pour chaque direction
private bool isForwardHeld = false;
private bool isBackwardsHeld = false;
private bool isLeftHeld = false;
private bool isRightHeld = false;
private bool isOnGelOrange = false; // Indique si la boule est sur GelOrange
private bool isOnGelViolet = false; // Indique si la boule est sur GelViolet (sticky)
private Vector3 stickyNormal = Vector3.up; // Normale de la surface sticky en contact
public float StickyForce = 20f; // Force qui plaque la balle contre la surface GelViolet
private float originalDrag = 0f; // Sauvegarde du drag original du Rigidbody
[Header("Limits")]
public float maxVelocity = 120f; // Velocity cap to prevent infinite acceleration
public float respawnY = -10f; // Y threshold for respawn
private Vector3 _spawnPos = new Vector3(0f, 3f, -30f);
// Squash & stretch
private bool _isSquashing = false;
private Transform _meshTransform; // Reference to visual mesh for squash effect
// Fall warning
private static Texture2D _fallWarningTex;
private float _fallWarningAlpha = 0f;
public GameObject CameraReference; // Référence à la caméra (drag & drop dans l'inspecteur)
// --- Local player floating name label ---
private GameObject _nameLabelObj;
private TextMesh _nameLabel;
// --- Jump power (exposed for HUD) ---
public bool IsJumpCharging => isJumpPressed && IsGrounded();
public float JumpChargeNormalized => Mathf.Clamp01(jumpPressTime / maxJumpHoldTime);
// --- Shared font for TextMesh labels (WebGL-safe) ---
private static Font _labelFont;
public static Font LabelFont
{
get
{
if (_labelFont == null)
_labelFont = Resources.Load<Font>("LiberationSans");
return _labelFont;
}
}
void Start()
{
Debug.Log("PlayerController script initialized.");
// Cursor lock is handled by LobbyUI on connect/disconnect
_meshTransform = transform; // Will be the sphere itself for squash
}
/// <summary>
/// Called by LobbyUI after connecting. Sets up the local player
/// with a floating name label and a 50% color tint.
/// </summary>
public void SetupLocalPlayer(string playerName, Color playerColor)
{
_isLocalPlayer = true;
// --- Color tint (multiply blend to keep original pattern visible) ---
var ballRenderer = GetComponent<Renderer>();
if (ballRenderer != null)
{
var mat = new Material(ballRenderer.sharedMaterial);
Color original = Color.white;
if (mat.HasProperty("_BaseColor")) original = mat.GetColor("_BaseColor");
else if (mat.HasProperty("_Color")) original = mat.GetColor("_Color");
// Multiply tint: keeps the original pattern while colorizing
// Strength 0.7 = strong color, 0.3 original preserved
float strength = 0.7f;
Color tint = new Color(
Mathf.Lerp(original.r, original.r * playerColor.r * 2f, strength),
Mathf.Lerp(original.g, original.g * playerColor.g * 2f, strength),
Mathf.Lerp(original.b, original.b * playerColor.b * 2f, strength),
original.a
);
if (mat.HasProperty("_BaseColor")) mat.SetColor("_BaseColor", tint);
if (mat.HasProperty("_Color")) mat.color = tint;
ballRenderer.material = mat;
}
// --- Floating name label (parented to Player root, NOT the sphere) ---
if (_nameLabelObj != null) Destroy(_nameLabelObj);
_nameLabelObj = new GameObject("LocalNameLabel");
// Parent to the Player root (one level up) so ball rotation doesn't affect it
_nameLabelObj.transform.SetParent(transform.parent, false);
_nameLabelObj.transform.localScale = Vector3.one * 0.1f;
_nameLabel = _nameLabelObj.AddComponent<TextMesh>();
_nameLabel.text = playerName;
_nameLabel.fontSize = 144;
_nameLabel.characterSize = 0.15f;
_nameLabel.anchor = TextAnchor.MiddleCenter;
_nameLabel.alignment = TextAlignment.Center;
_nameLabel.color = playerColor;
if (LabelFont != null) _nameLabel.font = LabelFont;
var renderer = _nameLabel.GetComponent<MeshRenderer>();
if (LabelFont != null && LabelFont.material != null)
renderer.material = LabelFont.material;
else
{
var textShader = Shader.Find("GUI/Text Shader") ?? Shader.Find("Unlit/Texture");
if (textShader != null) renderer.material = new Material(textShader);
}
// --- Speed trail renderer ---
var trail = gameObject.GetComponent<TrailRenderer>();
if (trail == null) trail = gameObject.AddComponent<TrailRenderer>();
trail.time = 0.4f;
trail.startWidth = 0.3f;
trail.endWidth = 0.02f;
trail.material = new Material(Shader.Find("Sprites/Default"));
trail.startColor = new Color(1f, 0.7f, 0.2f, 0.7f);
trail.endColor = new Color(1f, 0.4f, 0.1f, 0f);
trail.minVertexDistance = 0.1f;
trail.autodestruct = false;
trail.emitting = true;
Debug.Log($"[Player] Local setup: {playerName}, tint={playerColor}");
}
void LateUpdate()
{
// Keep local name label floating above the ball and facing the camera
if (_nameLabelObj != null)
{
_nameLabelObj.transform.position = transform.position + Vector3.up * 1.5f;
var cam = Camera.main;
if (cam != null)
{
// Billboard locked to Y axis — only rotate around vertical
Vector3 lookDir = _nameLabelObj.transform.position - cam.transform.position;
lookDir.y = 0f;
if (lookDir.sqrMagnitude > 0.001f)
_nameLabelObj.transform.rotation = Quaternion.LookRotation(lookDir);
}
}
}
// Update is called once per frame
void Update()
{
// Toggle cursor lock/unlock avec clic droit (disabled when keybind menu is open)
if (!KeyBindingUI.IsVisible && Mouse.current != null && Mouse.current.rightButton.wasPressedThisFrame)
{
if (Cursor.lockState == CursorLockMode.Locked)
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
Debug.Log("Cursor UNLOCKED");
}
else
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
Debug.Log("Cursor LOCKED");
}
}
// Player update logic can be added here
if (isJumpPressed)
{
jumpPressTime += Time.deltaTime;
if (jumpPressTime > maxJumpHoldTime)
{
jumpPressTime = maxJumpHoldTime; // Clamp to max hold time
}
}
// --- Respawn if fallen off the map ---
if (transform.position.y < respawnY)
{
Rigidbody rbRespawn = GetComponent<Rigidbody>();
if (rbRespawn != null)
{
rbRespawn.linearVelocity = Vector3.zero;
rbRespawn.angularVelocity = Vector3.zero;
}
transform.position = _spawnPos;
isOnGelViolet = false;
isOnGelOrange = false;
if (rbRespawn != null) rbRespawn.useGravity = true;
Debug.Log("[Player] Respawned after falling.");
return;
}
// --- Fall warning (tint screen red when low) ---
float fallTarget = (transform.position.y < -3f) ? Mathf.Clamp01((-3f - transform.position.y) / 7f) : 0f;
_fallWarningAlpha = Mathf.Lerp(_fallWarningAlpha, fallTarget, Time.deltaTime * 5f);
// Mouvement continu selon les directions maintenues
Rigidbody rb = GetComponent<Rigidbody>();
if (rb != null)
{
float currentSpeed = MovementSpeed;
if (isOnGelOrange)
{
currentSpeed *= BoostSpeed;
}
// Détermination des directions selon la caméra
Vector3 forward = Vector3.forward;
Vector3 right = Vector3.right;
if (CameraReference != null)
{
Vector3 camForward = CameraReference.transform.forward;
Vector3 camRight = CameraReference.transform.right;
if (isOnGelViolet)
{
// PROJECT onto sticky surface plane for surface-relative movement
forward = Vector3.ProjectOnPlane(camForward, stickyNormal).normalized;
right = Vector3.ProjectOnPlane(camRight, stickyNormal).normalized;
// Fallback if projection is degenerate
if (forward.sqrMagnitude < 0.01f)
forward = Vector3.ProjectOnPlane(Vector3.forward, stickyNormal).normalized;
if (right.sqrMagnitude < 0.01f)
right = Vector3.ProjectOnPlane(Vector3.right, stickyNormal).normalized;
}
else
{
// Normal mode: project onto horizontal plane
camForward.y = 0;
camForward.Normalize();
forward = camForward;
camRight.y = 0;
camRight.Normalize();
right = camRight;
}
}
if (isForwardHeld)
{
rb.AddForce(forward * currentSpeed * Time.deltaTime, ForceMode.VelocityChange);
}
if (isBackwardsHeld)
{
rb.AddForce(-forward * currentSpeed * Time.deltaTime, ForceMode.VelocityChange);
}
if (isLeftHeld)
{
rb.AddForce(-right * currentSpeed * Time.deltaTime, ForceMode.VelocityChange);
}
if (isRightHeld)
{
rb.AddForce(right * currentSpeed * Time.deltaTime, ForceMode.VelocityChange);
}
// GelViolet : colle la balle à la surface (sticky)
if (isOnGelViolet)
{
// Désactive la gravité Unity sur le Rigidbody
rb.useGravity = false;
// Applique une gravité inversée vers la surface
rb.AddForce(-stickyNormal * Physics.gravity.magnitude, ForceMode.Acceleration);
// Force de placage supplémentaire
rb.AddForce(-stickyNormal * StickyForce, ForceMode.Acceleration);
// Annule la vélocité qui s'éloigne de la surface (empêche le rebond)
float velocityAwayFromSurface = Vector3.Dot(rb.linearVelocity, stickyNormal);
if (velocityAwayFromSurface > 0)
{
rb.linearVelocity -= stickyNormal * velocityAwayFromSurface;
}
}
else
{
rb.useGravity = true;
}
// --- Velocity cap ---
if (rb.linearVelocity.magnitude > maxVelocity)
{
rb.linearVelocity = rb.linearVelocity.normalized * maxVelocity;
}
}
}
void OnCollisionStay(Collision collision)
{
Collider col = collision.collider;
if (col != null && col.sharedMaterial != null)
{
if (col.sharedMaterial.name.Contains("GelOrange"))
{
isOnGelOrange = true;
}
else
{
isOnGelOrange = false;
}
if (col.sharedMaterial.name.Contains("GelViolet"))
{
if (!isOnGelViolet)
{
// Premier contact : sauvegarder le drag et augmenter le frein
Rigidbody rb = GetComponent<Rigidbody>();
if (rb != null)
{
originalDrag = rb.linearDamping;
rb.linearDamping = 1f; // Fort frein pour éviter le catapultage aux bords
}
}
isOnGelViolet = true;
// Normale instantanée de la surface de contact
Vector3 avgNormal = Vector3.zero;
foreach (ContactPoint contact in collision.contacts)
{
avgNormal += contact.normal;
}
stickyNormal = avgNormal.normalized;
}
else
{
isOnGelViolet = false;
}
}
}
void OnCollisionExit(Collision collision)
{
Collider col = collision.collider;
if (col != null && col.sharedMaterial != null)
{
if (col.sharedMaterial.name.Contains("GelOrange"))
{
isOnGelOrange = false;
}
if (col.sharedMaterial.name.Contains("GelViolet"))
{
isOnGelViolet = false;
// Restaure le drag original et réactive la gravité
Rigidbody rb = GetComponent<Rigidbody>();
if (rb != null)
{
rb.useGravity = true;
rb.linearDamping = originalDrag;
}
}
}
}
public void OnJump(InputAction.CallbackContext context)
{
if (context.started)
{
// Touche appuyée
isJumpPressed = true;
jumpPressTime = 0f;
Debug.Log("Jump Started");
}
else if (context.performed)
{
// Action validée (utile pour saut immédiat aussi)
Debug.Log("Jump Performed");
}
else if (context.canceled)
{
// Touche relâchée
float jumpForceFactor = Mathf.Clamp01(jumpPressTime / maxJumpHoldTime);
if (IsGrounded())
{
PerformJump(jumpForceFactor * JumpForce);
Debug.Log($"Jump Released after {jumpPressTime}s -> Force factor: {jumpForceFactor}");
}
else
{
Debug.Log("Jump Released but not grounded.");
}
// Reset jump state so gauge goes back to 0
isJumpPressed = false;
jumpPressTime = 0f;
}
}
public void PerformJump(float force)
{
Rigidbody rb = GetComponent<Rigidbody>();
if (rb != null)
{
// Jump direction: surface normal when on sticky, otherwise up
Vector3 jumpDir = isOnGelViolet ? stickyNormal : Vector3.up;
rb.AddForce(jumpDir * force, ForceMode.Impulse);
}
else
{
Debug.LogWarning("Rigidbody component not found on PlayerController.");
}
}
private bool IsGrounded()
{
// On sticky surface: raycast toward the surface (opposite of normal)
if (isOnGelViolet)
return Physics.Raycast(transform.position, -stickyNormal, 1.1f);
// Normal: raycast downward
return Physics.Raycast(transform.position, Vector3.down, 1.1f);
}
public void OnForward(InputAction.CallbackContext context)
{
if (context.started)
{
isForwardHeld = true;
Debug.Log("Forward Action Started");
}
else if (context.performed)
{
// Forward action performed
Debug.Log("Forward Action Performed");
}
else if (context.canceled)
{
isForwardHeld = false;
Debug.Log("Forward Action Canceled");
}
}
public void OnBackwards(InputAction.CallbackContext context)
{
if (context.started)
{
isBackwardsHeld = true;
Debug.Log("Backwards Action Started");
}
else if (context.performed)
{
Debug.Log("Backwards Action Performed");
}
else if (context.canceled)
{
isBackwardsHeld = false;
Debug.Log("Backwards Action Canceled");
}
}
public void OnLeft(InputAction.CallbackContext context)
{
if (context.started)
{
isLeftHeld = true;
Debug.Log("Left Action Started");
}
else if (context.performed)
{
Debug.Log("Left Action Performed");
}
else if (context.canceled)
{
isLeftHeld = false;
Debug.Log("Left Action Canceled");
}
}
public void OnRight(InputAction.CallbackContext context)
{
if (context.started)
{
isRightHeld = true;
Debug.Log("Right Action Started");
}
else if (context.performed)
{
Debug.Log("Right Action Performed");
}
else if (context.canceled)
{
isRightHeld = false;
Debug.Log("Right Action Canceled");
}
}
// --- Bump collision with remote players ---
void OnTriggerEnter(Collider other)
{
HandleBump(other);
}
void OnTriggerStay(Collider other)
{
HandleBump(other);
}
private void HandleBump(Collider other)
{
var remote = other.GetComponent<RemotePlayerController>();
if (remote == null) return;
int id = other.gameObject.GetInstanceID();
if (_lastBumpTime.TryGetValue(id, out float lastTime) && Time.time - lastTime < bumpCooldown)
return;
_lastBumpTime[id] = Time.time;
// Repulsion direction: from remote toward local player
Vector3 dir = (transform.position - other.transform.position).normalized;
// Add slight upward component so the ball lifts off the ground
dir = (dir + Vector3.up * 0.3f).normalized;
var rb = GetComponent<Rigidbody>();
if (rb != null)
{
rb.AddForce(dir * bumpForce, ForceMode.Impulse);
}
}
void OnCollisionEnter(Collision collision)
{
if (!_isLocalPlayer) return;
// Squash & stretch on landing/impact
if (collision.relativeVelocity.magnitude > 2f && !_isSquashing)
{
StartCoroutine(SquashStretch());
}
}
private IEnumerator SquashStretch()
{
_isSquashing = true;
Vector3 original = Vector3.one;
Vector3 squash = new Vector3(1.2f, 0.7f, 1.2f);
float t = 0f;
float dur = 0.08f;
// Squash
while (t < dur)
{
t += Time.deltaTime;
transform.localScale = Vector3.Lerp(original, squash, t / dur);
yield return null;
}
// Stretch back
t = 0f;
dur = 0.12f;
while (t < dur)
{
t += Time.deltaTime;
transform.localScale = Vector3.Lerp(squash, original, t / dur);
yield return null;
}
transform.localScale = original;
_isSquashing = false;
}
void OnDestroy()
{
// Clean up name label (it's not parented to the ball)
if (_nameLabelObj != null) Destroy(_nameLabelObj);
}
// ========================
// JUMP POWER GAUGE (HUD)
// ========================
private static Texture2D _gaugeBarTex;
private static Texture2D _gaugeBgTex;
private static Texture2D _gaugeGlowTex;
private float _gaugeDisplayAlpha = 0f; // smooth fade-in/out
private float _lastChargeValue = 0f; // for smooth lerp
void OnGUI()
{
if (!_isLocalPlayer) return;
// Target alpha: 1 when charging, 0 otherwise (keep visible briefly after release)
float targetAlpha = IsJumpCharging ? 1f : 0f;
_gaugeDisplayAlpha = Mathf.MoveTowards(_gaugeDisplayAlpha, targetAlpha, Time.deltaTime * 6f);
// Smooth the charge value for a fluid bar animation
float chargeTarget = IsJumpCharging ? JumpChargeNormalized : 0f;
_lastChargeValue = Mathf.Lerp(_lastChargeValue, chargeTarget, Time.deltaTime * 12f);
if (_gaugeDisplayAlpha < 0.01f) return;
// Gauge dimensions
float barWidth = 400f;
float barHeight = 22f;
float x = (Screen.width - barWidth) / 2f;
float y = Screen.height - 80f;
// Label
var labelStyle = new GUIStyle(GUI.skin.label)
{
alignment = TextAnchor.MiddleCenter,
fontSize = 12,
fontStyle = FontStyle.Bold
};
labelStyle.normal.textColor = new Color(1f, 1f, 1f, _gaugeDisplayAlpha * 0.9f);
GUI.Label(new Rect(x, y - 26f, barWidth, 24f), "JUMP POWER", labelStyle);
// Ensure textures
if (_gaugeBgTex == null)
{
_gaugeBgTex = new Texture2D(1, 1);
_gaugeBgTex.SetPixel(0, 0, new Color(0.08f, 0.08f, 0.12f, 1f));
_gaugeBgTex.Apply();
}
if (_gaugeBarTex == null)
{
_gaugeBarTex = new Texture2D(1, 1);
_gaugeBarTex.SetPixel(0, 0, Color.white);
_gaugeBarTex.Apply();
}
if (_gaugeGlowTex == null)
{
_gaugeGlowTex = new Texture2D(1, 1);
_gaugeGlowTex.SetPixel(0, 0, Color.white);
_gaugeGlowTex.Apply();
}
Color prevBg = GUI.backgroundColor;
Color prevColor = GUI.color;
// Background (dark panel)
float pad = 4f;
Rect bgRect = new Rect(x - pad, y - pad, barWidth + pad * 2f, barHeight + pad * 2f);
GUI.color = new Color(1f, 1f, 1f, _gaugeDisplayAlpha * 0.85f);
GUI.DrawTexture(bgRect, _gaugeBgTex);
// Border
float b = 1f;
Color borderColor = new Color(0.35f, 0.35f, 0.45f, _gaugeDisplayAlpha * 0.7f);
GUI.color = borderColor;
GUI.DrawTexture(new Rect(bgRect.x, bgRect.y, bgRect.width, b), _gaugeBarTex); // top
GUI.DrawTexture(new Rect(bgRect.x, bgRect.yMax - b, bgRect.width, b), _gaugeBarTex); // bottom
GUI.DrawTexture(new Rect(bgRect.x, bgRect.y, b, bgRect.height), _gaugeBarTex); // left
GUI.DrawTexture(new Rect(bgRect.xMax - b, bgRect.y, b, bgRect.height), _gaugeBarTex); // right
// Filled bar with gradient color (blue -> cyan -> yellow -> red)
float fill = _lastChargeValue;
Color barColor;
if (fill < 0.5f)
barColor = Color.Lerp(new Color(0.2f, 0.6f, 1f), new Color(0.1f, 0.95f, 0.85f), fill * 2f);
else
barColor = Color.Lerp(new Color(0.1f, 0.95f, 0.85f), new Color(1f, 0.3f, 0.2f), (fill - 0.5f) * 2f);
Rect barRect = new Rect(x, y, barWidth * fill, barHeight);
GUI.color = new Color(barColor.r, barColor.g, barColor.b, _gaugeDisplayAlpha);
GUI.DrawTexture(barRect, _gaugeBarTex);
// Glow overlay on the filled portion (bright center highlight)
Color glowColor = new Color(1f, 1f, 1f, _gaugeDisplayAlpha * 0.2f * fill);
GUI.color = glowColor;
float glowH = barHeight * 0.4f;
GUI.DrawTexture(new Rect(x, y + (barHeight - glowH) * 0.3f, barWidth * fill, glowH), _gaugeGlowTex);
// Pulsing edge glow when near max
if (fill > 0.85f)
{
float pulse = 0.4f + 0.6f * Mathf.Abs(Mathf.Sin(Time.time * 6f));
GUI.color = new Color(1f, 0.3f, 0.15f, _gaugeDisplayAlpha * 0.35f * pulse);
GUI.DrawTexture(bgRect, _gaugeBarTex);
}
// Percentage text
var pctStyle = new GUIStyle(GUI.skin.label)
{
alignment = TextAnchor.MiddleCenter,
fontSize = 11,
fontStyle = FontStyle.Bold
};
pctStyle.normal.textColor = new Color(1f, 1f, 1f, _gaugeDisplayAlpha * 0.95f);
GUI.Label(new Rect(x, y, barWidth, barHeight), Mathf.RoundToInt(fill * 100f) + "%", pctStyle);
GUI.color = prevColor;
GUI.backgroundColor = prevBg;
// ========================
// FALL WARNING (red tint)
// ========================
if (_fallWarningAlpha > 0.01f)
{
if (_fallWarningTex == null)
{
_fallWarningTex = new Texture2D(1, 1);
_fallWarningTex.SetPixel(0, 0, Color.white);
_fallWarningTex.Apply();
}
GUI.color = new Color(0.9f, 0.1f, 0.05f, _fallWarningAlpha * 0.35f);
GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), _fallWarningTex);
// Warning text
var warnStyle = new GUIStyle(GUI.skin.label)
{
alignment = TextAnchor.MiddleCenter,
fontSize = 24,
fontStyle = FontStyle.Bold
};
warnStyle.normal.textColor = new Color(1f, 0.3f, 0.2f, _fallWarningAlpha);
GUI.Label(new Rect(0, Screen.height * 0.35f, Screen.width, 40f), "\u26A0 DANGER - CHUTE !", warnStyle);
}
// ========================
// SPEED INDICATOR
// ========================
Rigidbody rbHud = GetComponent<Rigidbody>();
if (rbHud != null)
{
float speed = rbHud.linearVelocity.magnitude;
var speedStyle = new GUIStyle(GUI.skin.label)
{
alignment = TextAnchor.MiddleRight,
fontSize = 12,
fontStyle = FontStyle.Bold
};
float speedAlpha = Mathf.Clamp01(speed / 5f) * 0.8f;
Color speedCol = Color.Lerp(new Color(0.8f, 0.8f, 0.8f), new Color(1f, 0.5f, 0.1f), Mathf.Clamp01(speed / 30f));
speedStyle.normal.textColor = new Color(speedCol.r, speedCol.g, speedCol.b, Mathf.Max(0.3f, speedAlpha));
GUI.Label(new Rect(Screen.width - 160f, Screen.height - 50f, 140f, 24f),
$"{speed:F1} m/s", speedStyle);
}
GUI.color = Color.white;
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using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Builds a compact 80×80 tutorial arena at runtime with connected zones:
///
/// Zone A (South) — Movement basics + jump gaps
/// Zone B (Center-S) — Bounce (GelBleu) training
/// Zone C (West) — Speed (GelOrange) training
/// Zone D (NW) — Moving platforms
/// Zone E (NE) — Sticky walls (GelViolet) training
/// Zone F (North) — Combo challenge (all gels + platforms)
/// Zone G (Center) — Central tower (final challenge)
///
/// Spawn: (0, 2, -30) — south edge
///
/// Ball capabilities reference (from PlayerController):
/// Max jump height ≈ 5.1 units (JumpForce=10, gravity=9.81)
/// Horizontal jump range ≈ 6-8 units at cruising speed
/// GelBleu bounce = perfect elasticity (bounciness 1.0, combine=Max)
/// GelOrange speed = ×3.83 multiplier (~19 u/s)
/// GelViolet sticky = surface-relative movement, jump = surface normal
/// Ball radius = 0.5, min platform 2×2 for playability
///
/// Loads PhysicMaterials from Resources/ folder.
/// Attach to a persistent GameObject (e.g. NetworkManager).
/// </summary>
public class ArenaZoneBuilder : MonoBehaviour
{
private PhysicsMaterial _matGelBleu;
private PhysicsMaterial _matGelOrange;
private PhysicsMaterial _matGelViolet;
private PhysicsMaterial _matBouncy;
private PhysicsMaterial _matNormal;
private Material _baseMat;
private readonly List<MovingPlatform> _movingPlatforms = new List<MovingPlatform>();
// ── Color palette ──
private static readonly Color ColFloor = new Color(0.28f, 0.29f, 0.34f, 1f);
private static readonly Color ColBleu = new Color(0.2f, 0.5f, 1f, 0.85f);
private static readonly Color ColBleuLt = new Color(0.3f, 0.65f, 1f, 0.9f);
private static readonly Color ColOrange = new Color(1f, 0.55f, 0.1f, 0.85f);
private static readonly Color ColOrangeLt = new Color(1f, 0.65f, 0.2f, 0.9f);
private static readonly Color ColViolet = new Color(0.6f, 0.2f, 0.8f, 0.8f);
private static readonly Color ColVioletLt = new Color(0.7f, 0.35f, 0.9f, 0.85f);
private static readonly Color ColNormal = new Color(0.42f, 0.43f, 0.50f, 0.9f);
private static readonly Color ColNormalLt = new Color(0.52f, 0.53f, 0.60f, 0.95f);
private static readonly Color ColDark = new Color(0.22f, 0.22f, 0.28f, 0.95f);
private static readonly Color ColGold = new Color(1f, 0.84f, 0f, 0.95f);
private static readonly Color ColWall = new Color(0.35f, 0.35f, 0.42f, 0.95f);
private static readonly Color ColPath = new Color(0.38f, 0.40f, 0.48f, 0.9f);
private static readonly Color ColSignBleu = new Color(0.15f, 0.4f, 0.9f, 0.95f);
private static readonly Color ColSignOrange= new Color(0.9f, 0.45f, 0.05f, 0.95f);
private static readonly Color ColSignViolet= new Color(0.5f, 0.15f, 0.7f, 0.95f);
private static readonly Color ColSignGrey = new Color(0.5f, 0.5f, 0.55f, 0.95f);
private static readonly Color ColSignGold = new Color(0.9f, 0.75f, 0f, 0.95f);
private static readonly Color ColGuide = new Color(0.5f, 0.5f, 0.6f, 0.5f);
// ── Constants ──
private const float HALF = 40f; // Arena half-size
private const float WALL_H = 12f; // Perimeter wall height
private const float WALL_T = 1f; // Perimeter wall thickness
void Start()
{
LoadMaterials();
if (_baseMat == null) FindBaseMaterial();
BuildFloorAndWalls();
BuildPaths();
BuildZoneA_Movement();
BuildZoneB_Bounce();
BuildZoneC_Speed();
BuildZoneD_MovingPlatforms();
BuildZoneE_StickyWalls();
BuildZoneF_Combo();
BuildZoneG_CentralTower();
Debug.Log("[ArenaZoneBuilder] 80x80 tutorial arena built successfully.");
}
void Update()
{
for (int i = 0; i < _movingPlatforms.Count; i++)
{
var mp = _movingPlatforms[i];
if (mp.go == null) continue;
mp.t += Time.deltaTime * mp.speed;
float ping = Mathf.PingPong(mp.t, 1f);
mp.go.transform.position = Vector3.Lerp(mp.posA, mp.posB, ping);
}
}
void OnDestroy()
{
_movingPlatforms.Clear();
}
// ═══════════════════════════════════════════
// FLOOR, WALLS & PATHS
// ═══════════════════════════════════════════
private void BuildFloorAndWalls()
{
// Main floor
CreateZone("Arena_Floor", new Vector3(0, -0.25f, 0),
new Vector3(HALF * 2f, 0.5f, HALF * 2f), _matNormal, ColFloor);
// Perimeter walls (high to prevent escape)
float h2 = WALL_H / 2f;
float full = HALF * 2f + 2f;
CreateZone("Wall_N", new Vector3(0, h2, HALF), new Vector3(full, WALL_H, WALL_T), _matNormal, ColWall);
CreateZone("Wall_S", new Vector3(0, h2, -HALF), new Vector3(full, WALL_H, WALL_T), _matNormal, ColWall);
CreateZone("Wall_E", new Vector3(HALF, h2, 0), new Vector3(WALL_T, WALL_H, full), _matNormal, ColWall);
CreateZone("Wall_W", new Vector3(-HALF, h2, 0), new Vector3(WALL_T, WALL_H, full), _matNormal, ColWall);
}
/// <summary>Ground-level paths connecting all zones, with directional color markers.</summary>
private void BuildPaths()
{
float pathH = 0.06f;
float pathY = 0.03f;
// Spawn -> Zone A (already at spawn)
// Zone A -> Zone B (south to center-south)
CreateZone("Path_A_B", new Vector3(0, pathY, -22f), new Vector3(3f, pathH, 10f), _matNormal, ColPath);
// Zone B -> Zone G center
CreateZone("Path_B_G", new Vector3(0, pathY, -8f), new Vector3(3f, pathH, 10f), _matNormal, ColPath);
// Zone G -> Zone C (center to west)
CreateZone("Path_G_C", new Vector3(-10f, pathY, 0f), new Vector3(12f, pathH, 3f), _matNormal, ColPath);
// Zone C -> Zone D (west to northwest)
CreateZone("Path_C_D", new Vector3(-28f, pathY, 12f), new Vector3(3f, pathH, 16f), _matNormal, ColPath);
// Zone G -> Zone E (center to northeast)
CreateZone("Path_G_E", new Vector3(12f, pathY, 10f), new Vector3(16f, pathH, 3f), _matNormal, ColPath);
// Zone D/E -> Zone F (north)
CreateZone("Path_D_F", new Vector3(-12f, pathY, 28f), new Vector3(16f, pathH, 3f), _matNormal, ColPath);
CreateZone("Path_E_F", new Vector3(12f, pathY, 28f), new Vector3(16f, pathH, 3f), _matNormal, ColPath);
}
// ═══════════════════════════════════════════
// ZONE A — MOVEMENT BASICS + JUMP GAPS (South)
// Origin: (0, 0, -32)
// ═══════════════════════════════════════════
private void BuildZoneA_Movement()
{
// Sign
CreateSign("Sign_A", new Vector3(-4f, 1.5f, -35f), ColSignGrey);
// Spawn platform (raised)
CreateZone("A_Spawn", new Vector3(0, 0.4f, -32f), new Vector3(8f, 0.8f, 6f), _matNormal, ColNormalLt);
// Straight corridor with slight turns to learn rolling
CreateZone("A_Corr1", new Vector3(0, 0.15f, -27f), new Vector3(4f, 0.3f, 5f), _matNormal, ColNormal);
CreateZone("A_Corr2", new Vector3(3f, 0.15f, -23f), new Vector3(4f, 0.3f, 4f), _matNormal, ColNormal);
CreateZone("A_Corr3", new Vector3(0f, 0.15f, -19.5f), new Vector3(4f, 0.3f, 4f), _matNormal, ColNormal);
// Low guide walls for the corridor
CreateZone("A_GuideL1", new Vector3(-2.5f, 0.6f, -27f), new Vector3(0.3f, 0.9f, 5f), _matNormal, ColGuide);
CreateZone("A_GuideR1", new Vector3(2.5f, 0.6f, -27f), new Vector3(0.3f, 0.9f, 5f), _matNormal, ColGuide);
// Jump gaps: 3 gaps of increasing difficulty
// Gap 1: 2 units gap
CreateZone("A_Plat1", new Vector3(-3f, 0.15f, -16f), new Vector3(4f, 0.3f, 4f), _matNormal, ColNormalLt);
// (gap of 2 units)
CreateZone("A_Plat2", new Vector3(-3f, 0.15f, -10f), new Vector3(4f, 0.3f, 4f), _matNormal, ColNormalLt);
// Gap 2: 3 units gap
// (gap of 3 units)
CreateZone("A_Plat3", new Vector3(-3f, 0.15f, -3f), new Vector3(4f, 0.3f, 4f), _matNormal, ColNormalLt);
// Gap 3: 4.5 units gap (needs charged jump)
// (gap of 4.5 units)
CreateZone("A_Plat4", new Vector3(-3f, 0.15f, 5f), new Vector3(4f, 0.3f, 4f), _matNormal, ColNormalLt);
// Return ramp to ground
CreateRamp("A_Ramp", new Vector3(-3f, 1.0f, 9f), new Vector3(4f, 0.3f, 5f),
-12f, Vector3.right, _matNormal, ColNormal);
Debug.Log("[ArenaZoneBuilder] Zone A (Movement) built.");
}
// ═══════════════════════════════════════════
// ZONE B — BOUNCE TRAINING (Center-South)
// Origin: (10, 0, -15)
// ═══════════════════════════════════════════
private void BuildZoneB_Bounce()
{
Vector3 o = new Vector3(10f, 0f, -15f);
// Sign
CreateSign("Sign_B", o + new Vector3(-3f, 1.5f, -3f), ColSignBleu);
// Entry pad
CreateZone("B_Entry", o + new Vector3(0, 0.15f, 0), new Vector3(5f, 0.3f, 5f), _matNormal, ColNormalLt);
// Bounce pads with targets at increasing heights
// Pad 1 (small) -> target at 3m
CreateZone("B_Pad1", o + new Vector3(0, 0.2f, 5f), new Vector3(3f, 0.25f, 3f), _matGelBleu, ColBleu);
CreateZone("B_Tgt1", o + new Vector3(0, 3f, 9f), new Vector3(4f, 0.4f, 4f), _matNormal, ColNormalLt);
// Pad 2 (medium) -> target at 4.5m
CreateZone("B_Pad2", o + new Vector3(0, 3.2f, 9f), new Vector3(3.5f, 0.25f, 3.5f), _matGelBleu, ColBleuLt);
CreateZone("B_Tgt2", o + new Vector3(4f, 5.5f, 12f), new Vector3(4f, 0.4f, 4f), _matNormal, ColNormalLt);
// Pad 3 on target 2 -> top at 8m
CreateZone("B_Pad3", o + new Vector3(4f, 5.7f, 12f), new Vector3(3f, 0.2f, 3f), _matGelBleu, ColBleu);
CreateZone("B_Tgt3", o + new Vector3(0, 8f, 15f), new Vector3(5f, 0.4f, 5f), _matNormal, ColNormalLt);
// Bounce staircase: fall from 8m -> bounce up further
CreateZone("B_Stair_Bnc", o + new Vector3(-5f, 0.2f, 15f), new Vector3(4f, 0.25f, 4f), _matGelBleu, ColBleu);
CreateZone("B_Stair_Mid", o + new Vector3(-5f, 5f, 19f), new Vector3(4f, 0.4f, 4f), _matNormal, ColNormalLt);
CreateZone("B_Stair_Top", o + new Vector3(-5f, 8.5f, 23f), new Vector3(5f, 0.4f, 4f), _matNormal, ColNormalLt);
// Return to ground via gentle ramp
CreateRamp("B_Return", o + new Vector3(-5f, 4f, 27f), new Vector3(4f, 0.3f, 8f),
-20f, Vector3.right, _matNormal, ColNormal);
Debug.Log("[ArenaZoneBuilder] Zone B (Bounce) built.");
}
// ═══════════════════════════════════════════
// ZONE C — SPEED TRAINING (West)
// Origin: (-25, 0, -5)
// ═══════════════════════════════════════════
private void BuildZoneC_Speed()
{
Vector3 o = new Vector3(-25f, 0f, -5f);
// Sign
CreateSign("Sign_C", o + new Vector3(8f, 1.5f, -2f), ColSignOrange);
// Entry
CreateZone("C_Entry", o + new Vector3(0, 0.15f, 0), new Vector3(5f, 0.3f, 5f), _matNormal, ColNormalLt);
// Speed strip 1 -> short, straight, with ramp launch
CreateZone("C_Strip1", o + new Vector3(0, 0.12f, 5f), new Vector3(4f, 0.15f, 8f), _matGelOrange, ColOrange);
// Guide walls
CreateZone("C_GuideL1", new Vector3(o.x - 2.5f, 0.5f, o.z + 5f), new Vector3(0.3f, 1f, 8f), _matNormal, ColGuide);
CreateZone("C_GuideR1", new Vector3(o.x + 2.5f, 0.5f, o.z + 5f), new Vector3(0.3f, 1f, 8f), _matNormal, ColGuide);
// Ramp at end of strip 1
CreateRamp("C_Ramp1", o + new Vector3(0, 0.8f, 10.5f), new Vector3(4f, 0.25f, 4f),
20f, Vector3.right, _matGelOrange, ColOrangeLt);
// Landing platform (12m ahead, 2m up)
CreateZone("C_Land1", o + new Vector3(0, 2f, 18f), new Vector3(5f, 0.4f, 5f), _matNormal, ColNormalLt);
// Speed strip 2 -> longer with a curve
CreateZone("C_Strip2a", o + new Vector3(0, 2.1f, 22f), new Vector3(4f, 0.15f, 5f), _matGelOrange, ColOrange);
CreateZone("C_Strip2b", o + new Vector3(4f, 2.1f, 26f), new Vector3(5f, 0.15f, 4f), _matGelOrange, ColOrangeLt);
CreateZone("C_Strip2c", o + new Vector3(8f, 2.1f, 30f), new Vector3(4f, 0.15f, 5f), _matGelOrange, ColOrange);
// Guide walls for curve
CreateZone("C_GuideO", o + new Vector3(-2.5f, 2.6f, 22f), new Vector3(0.3f, 1f, 5f), _matNormal, ColGuide);
CreateZone("C_GuideI", o + new Vector3(10.5f, 2.6f, 30f), new Vector3(0.3f, 1f, 5f), _matNormal, ColGuide);
// Final landing with another ramp
CreateRamp("C_Ramp2", o + new Vector3(8f, 3f, 34f), new Vector3(4f, 0.25f, 4f),
25f, Vector3.right, _matGelOrange, ColOrangeLt);
CreateZone("C_Land2", o + new Vector3(8f, 4.5f, 38f), new Vector3(6f, 0.4f, 5f), _matNormal, ColNormalLt);
Debug.Log("[ArenaZoneBuilder] Zone C (Speed) built.");
}
// ═══════════════════════════════════════════
// ZONE D — MOVING PLATFORMS (Northwest)
// Origin: (-28, 0, 18)
// ═══════════════════════════════════════════
private void BuildZoneD_MovingPlatforms()
{
Vector3 o = new Vector3(-28f, 0f, 18f);
// Sign
CreateSign("Sign_D", o + new Vector3(4f, 1.5f, -2f), ColSignGrey);
// Entry platform
CreateZone("D_Entry", o + new Vector3(0, 0.2f, 0), new Vector3(6f, 0.4f, 6f), _matNormal, ColNormalLt);
// 3 horizontal sliders (oscillate along X, spaced along Z, rising)
for (int i = 0; i < 3; i++)
{
Vector3 a = o + new Vector3(-2f, 1.5f + i * 2f, 5f + i * 6f);
Vector3 b = a + new Vector3(8f, 0f, 0f);
var go = CreateZone("D_Slide" + i, a, new Vector3(4f, 0.5f, 4f), _matNormal, ColDark);
AddMovingPlatform(go, a, b, 0.3f + i * 0.1f);
}
// Mid-platform
CreateZone("D_Mid", o + new Vector3(2f, 7f, 20f), new Vector3(5f, 0.4f, 5f), _matNormal, ColNormalLt);
// 2 vertical lifts
for (int i = 0; i < 2; i++)
{
Vector3 a = o + new Vector3(-4f + i * 8f, 7.5f, 24f + i * 5f);
Vector3 b = a + new Vector3(0f, 5f, 0f);
var go = CreateZone("D_Lift" + i, a, new Vector3(4f, 0.5f, 4f), _matNormal, ColDark);
AddMovingPlatform(go, a, b, 0.22f + i * 0.1f);
}
// End platform (high, with view)
CreateZone("D_End", o + new Vector3(2f, 12f, 32f), new Vector3(6f, 0.4f, 6f), _matNormal, ColNormalLt);
// Bouncy descent pad at ground level
CreateZone("D_Desc", o + new Vector3(2f, 0.2f, 32f), new Vector3(4f, 0.25f, 4f), _matGelBleu, ColBleu);
Debug.Log("[ArenaZoneBuilder] Zone D (Moving Platforms) built.");
}
// ═══════════════════════════════════════════
// ZONE E — STICKY WALLS (Northeast)
// Origin: (24, 0, 15)
// ═══════════════════════════════════════════
private void BuildZoneE_StickyWalls()
{
Vector3 o = new Vector3(24f, 0f, 15f);
// Sign
CreateSign("Sign_E", o + new Vector3(-5f, 1.5f, -2f), ColSignViolet);
// Entry pad
CreateZone("E_Entry", o + new Vector3(0, 0.15f, 0), new Vector3(5f, 0.3f, 5f), _matNormal, ColNormalLt);
// === Intro wall: simple vertical climb (4m high) ===
// Wall face pointing -X (ball approaches from the left)
CreateZone("E_Wall1", o + new Vector3(3f, 3f, 3f), new Vector3(0.5f, 6f, 5f), _matGelViolet, ColViolet);
// Platform at top of wall
CreateZone("E_Top1", o + new Vector3(3f, 6.2f, 3f), new Vector3(4f, 0.4f, 5f), _matNormal, ColNormalLt);
// === L-shaped sticky: wall -> turn -> wall ===
// Vertical wall going up (face -Z)
CreateZone("E_Wall2a", o + new Vector3(0, 3.5f, 8f), new Vector3(4f, 7f, 0.5f), _matGelViolet, ColViolet);
// Ceiling connecting to second wall (face down, -Y)
CreateZone("E_Ceil", o + new Vector3(0, 7.1f, 10f), new Vector3(4f, 0.5f, 4f), _matGelViolet, ColVioletLt);
// Second wall going down (face +Z)
CreateZone("E_Wall2b", o + new Vector3(0, 3.5f, 12f), new Vector3(4f, 7f, 0.5f), _matGelViolet, ColViolet);
// Landing after L traverse
CreateZone("E_Land2", o + new Vector3(0, 0.2f, 14f), new Vector3(5f, 0.4f, 4f), _matNormal, ColNormalLt);
// === Vertical tunnel: two sticky walls face-to-face, zigzag up ===
// Left wall
CreateZone("E_Tun_L", o + new Vector3(-3.5f, 6f, 18f), new Vector3(0.5f, 12f, 4f), _matGelViolet, ColViolet);
// Right wall
CreateZone("E_Tun_R", o + new Vector3(3.5f, 6f, 18f), new Vector3(0.5f, 12f, 4f), _matGelViolet, ColVioletLt);
// Small ledges alternating sides to help zigzag
for (int i = 0; i < 4; i++)
{
float side = (i % 2 == 0) ? -2.5f : 2.5f;
float h = 2f + i * 2.8f;
CreateZone("E_Tun_Ledge" + i, o + new Vector3(side, h, 18f),
new Vector3(2f, 0.3f, 3f), _matNormal, ColNormalLt);
}
// Top of tunnel
CreateZone("E_TunTop", o + new Vector3(0, 12.2f, 18f), new Vector3(5f, 0.4f, 5f), _matNormal, ColNormalLt);
Debug.Log("[ArenaZoneBuilder] Zone E (Sticky Walls) built.");
}
// ═══════════════════════════════════════════
// ZONE F — COMBO CHALLENGE (North)
// Origin: (0, 0, 30)
// ═══════════════════════════════════════════
private void BuildZoneF_Combo()
{
Vector3 o = new Vector3(0f, 0f, 30f);
// Sign
CreateSign("Sign_F", o + new Vector3(-5f, 1.5f, -4f), ColSignGold);
// Entry
CreateZone("F_Entry", o + new Vector3(0, 0.15f, 0), new Vector3(5f, 0.3f, 5f), _matNormal, ColNormalLt);
// Step 1: Speed strip launch
CreateZone("F_Speed", o + new Vector3(0, 0.12f, 4f), new Vector3(3f, 0.15f, 6f), _matGelOrange, ColOrange);
CreateZone("F_GuidL", o + new Vector3(-2f, 0.5f, 4f), new Vector3(0.3f, 0.7f, 6f), _matNormal, ColGuide);
CreateZone("F_GuidR", o + new Vector3(2f, 0.5f, 4f), new Vector3(0.3f, 0.7f, 6f), _matNormal, ColGuide);
// Step 2: Ramp -> bounce pad
CreateRamp("F_Ramp", o + new Vector3(0, 0.6f, 8.5f), new Vector3(3f, 0.25f, 3f),
22f, Vector3.right, _matGelOrange, ColOrangeLt);
CreateZone("F_BncPad", o + new Vector3(0, 0.2f, 13f), new Vector3(4f, 0.25f, 4f), _matGelBleu, ColBleu);
// Step 3: High platform with sticky wall leading higher
CreateZone("F_MidPlat", o + new Vector3(0, 4.5f, 17f), new Vector3(5f, 0.4f, 4f), _matNormal, ColNormalLt);
CreateZone("F_StickyWall", o + new Vector3(-3f, 7f, 17f), new Vector3(0.5f, 5f, 4f), _matGelViolet, ColViolet);
// Step 4: Moving platform to final
Vector3 mpA = o + new Vector3(0, 9.5f, 17f);
Vector3 mpB = o + new Vector3(0, 9.5f, 23f);
var mp = CreateZone("F_MovPlat", mpA, new Vector3(4f, 0.5f, 4f), _matNormal, ColDark);
AddMovingPlatform(mp, mpA, mpB, 0.25f);
// Step 5: Gold finish platform
CreateZone("F_Finish", o + new Vector3(0, 10f, 27f), new Vector3(6f, 0.5f, 5f), _matNormal, ColGold);
CreateZone("F_FinBnc", o + new Vector3(0, 10.3f, 27f), new Vector3(3f, 0.2f, 3f), _matGelBleu, ColBleuLt);
Debug.Log("[ArenaZoneBuilder] Zone F (Combo) built.");
}
// ═══════════════════════════════════════════
// ZONE G — CENTRAL TOWER (Center)
// Origin: (0, 0, 5)
// ═══════════════════════════════════════════
private void BuildZoneG_CentralTower()
{
Vector3 o = new Vector3(0f, 0f, 5f);
// Base (accessible from ground)
CreateZone("G_Base", o + new Vector3(0, 0.25f, 0), new Vector3(10f, 0.5f, 10f), _matNormal, ColNormal);
// Access ramp from south
CreateRamp("G_Ramp", o + new Vector3(0, 0.8f, -6f), new Vector3(4f, 0.3f, 5f),
-10f, Vector3.right, _matNormal, ColNormal);
// Level 1: Bounce pad -> L2
CreateZone("G_L1_Bnc", o + new Vector3(0, 0.5f, 0), new Vector3(3.5f, 0.25f, 3.5f), _matGelBleu, ColBleu);
// Level 2 (3.5m): platform + speed strip
CreateZone("G_L2", o + new Vector3(0, 3.5f, 0), new Vector3(8f, 0.4f, 8f), _matNormal, ColNormalLt);
CreateZone("G_L2_Spd", o + new Vector3(0, 3.7f, 0), new Vector3(6f, 0.15f, 2f), _matGelOrange, ColOrange);
CreateRamp("G_L2_Ramp", o + new Vector3(3f, 4.5f, 3f), new Vector3(3f, 0.25f, 3f),
25f, Vector3.right, _matGelOrange, ColOrangeLt);
// Level 3 (7m): platform + moving platform to L4
CreateZone("G_L3", o + new Vector3(0, 7f, 0), new Vector3(7f, 0.4f, 7f), _matNormal, ColNormalLt);
CreateZone("G_L3_Bnc", o + new Vector3(2f, 7.25f, 2f), new Vector3(3f, 0.2f, 3f), _matGelBleu, ColBleuLt);
// Moving platform L3->L4
Vector3 mp3a = o + new Vector3(5f, 8f, 0);
Vector3 mp3b = o + new Vector3(0, 8f, 5f);
var m3 = CreateZone("G_MP3", mp3a, new Vector3(3.5f, 0.5f, 3.5f), _matNormal, ColDark);
AddMovingPlatform(m3, mp3a, mp3b, 0.2f);
// Level 4 (10.5m): platform + sticky wall to L5
CreateZone("G_L4", o + new Vector3(0, 10.5f, 0), new Vector3(7f, 0.4f, 7f), _matNormal, ColNormalLt);
CreateZone("G_L4_Sticky", o + new Vector3(-3.8f, 13f, 0), new Vector3(0.5f, 5f, 5f), _matGelViolet, ColViolet);
// Level 5 — SUMMIT (15.5m): gold platform
CreateZone("G_L5", o + new Vector3(0, 15.5f, 0), new Vector3(8f, 0.5f, 8f), _matNormal, ColGold);
CreateZone("G_L5_Bnc", o + new Vector3(0, 15.85f, 0), new Vector3(4f, 0.25f, 4f), _matGelBleu, ColBleuLt);
// Orbital moving platform for alternative L3->L4 access
Vector3 orb_a = o + new Vector3(-6f, 9f, 0);
Vector3 orb_b = o + new Vector3(0, 9f, -6f);
var orb = CreateZone("G_Orb", orb_a, new Vector3(3.5f, 0.5f, 3.5f), _matNormal, ColDark);
AddMovingPlatform(orb, orb_a, orb_b, 0.18f);
Debug.Log("[ArenaZoneBuilder] Zone G (Central Tower) built.");
}
// ═══════════════════════════════════════════
// SIGN HELPER (zone entrance markers)
// ═══════════════════════════════════════════
private void CreateSign(string name, Vector3 position, Color color)
{
// Tall thin panel as zone marker
CreateZone(name, position, new Vector3(0.3f, 2.5f, 0.3f), _matNormal, color);
// Colored cap on top
CreateZone(name + "_Cap", position + new Vector3(0, 1.45f, 0), new Vector3(0.8f, 0.4f, 0.8f), _matNormal, color);
}
// ═══════════════════════════════════════════
// MATERIAL LOADING
// ═══════════════════════════════════════════
private void LoadMaterials()
{
_matGelBleu = Resources.Load<PhysicsMaterial>("GelBleu");
_matGelOrange = Resources.Load<PhysicsMaterial>("GelOrange");
_matGelViolet = Resources.Load<PhysicsMaterial>("GelViolet");
_matBouncy = Resources.Load<PhysicsMaterial>("Bouncy");
_matNormal = Resources.Load<PhysicsMaterial>("Normal");
if (_matGelBleu == null) Debug.LogWarning("[ArenaZoneBuilder] GelBleu not found in Resources!");
if (_matGelOrange == null) Debug.LogWarning("[ArenaZoneBuilder] GelOrange not found in Resources!");
if (_matGelViolet == null) Debug.LogWarning("[ArenaZoneBuilder] GelViolet not found in Resources!");
if (_matBouncy == null) Debug.LogWarning("[ArenaZoneBuilder] Bouncy not found in Resources!");
if (_matNormal == null) Debug.LogWarning("[ArenaZoneBuilder] Normal not found in Resources!");
}
private void FindBaseMaterial()
{
var shader = Shader.Find("Universal Render Pipeline/Lit") ?? Shader.Find("Standard");
_baseMat = new Material(shader);
}
// ═══════════════════════════════════════════
// ZONE HELPERS
// ═══════════════════════════════════════════
private GameObject CreateZone(string name, Vector3 position, Vector3 size,
PhysicsMaterial physMat, Color color)
{
var go = GameObject.CreatePrimitive(PrimitiveType.Cube);
go.name = name;
go.transform.position = position;
go.transform.localScale = size;
go.isStatic = true;
var col = go.GetComponent<Collider>();
if (col != null && physMat != null) col.material = physMat;
var rend = go.GetComponent<Renderer>();
if (rend != null)
{
var mat = new Material(_baseMat);
SetMatColor(mat, color);
if (color.a < 1f) SetMatTransparent(mat, color);
rend.material = mat;
}
return go;
}
private GameObject CreateRamp(string name, Vector3 position, Vector3 size,
float angle, Vector3 axis, PhysicsMaterial physMat, Color color)
{
var go = CreateZone(name, position, size, physMat, color);
go.transform.rotation = Quaternion.AngleAxis(angle, axis);
return go;
}
private void AddMovingPlatform(GameObject go, Vector3 posA, Vector3 posB, float speed)
{
go.isStatic = false;
_movingPlatforms.Add(new MovingPlatform { go = go, posA = posA, posB = posB, speed = speed });
}
// ═══════════════════════════════════════════
// MATERIAL HELPERS
// ═══════════════════════════════════════════
private static void SetMatColor(Material mat, Color color)
{
if (mat.HasProperty("_BaseColor")) mat.SetColor("_BaseColor", color);
if (mat.HasProperty("_Color")) mat.color = color;
}
private static void SetMatTransparent(Material mat, Color color)
{
if (mat.HasProperty("_Surface"))
{
mat.SetFloat("_Surface", 1);
mat.SetFloat("_Blend", 0);
}
mat.EnableKeyword("_SURFACE_TYPE_TRANSPARENT");
mat.DisableKeyword("_SURFACE_TYPE_OPAQUE");
mat.EnableKeyword("_ALPHAPREMULTIPLY_ON");
mat.renderQueue = 3000;
if (mat.HasProperty("_BaseColor")) mat.SetColor("_BaseColor", color);
if (mat.HasProperty("_Color")) mat.color = color;
}
// ═══════════════════════════════════════════
// MOVING PLATFORM DATA
// ═══════════════════════════════════════════
private class MovingPlatform
{
public GameObject go;
public Vector3 posA;
public Vector3 posB;
public float speed;
public float t;
}
}

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fileFormatVersion: 2
guid: 31c6f8ef706b51448b461b2b027e2ea8

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using UnityEngine;
using UnityEngine.InputSystem;
using Unity.Cinemachine;
/// <summary>
/// Adds ZQSD (AZERTY) / WASD (QWERTY) keyboard orbit for the Cinemachine camera.
/// Works in parallel with mouse orbit via CinemachineInputAxisController.
/// Attach to the CinemachineCamera GameObject alongside CinemachineOrbitalFollow.
/// </summary>
public class CameraOrbitKeyboard : MonoBehaviour
{
[Header("Orbit Speed (degrees/sec)")]
public float horizontalSpeed = 150f;
public float verticalSpeed = 80f;
private CinemachineOrbitalFollow _orbital;
private CinemachineInputAxisController _axisController;
void Start()
{
_orbital = GetComponent<CinemachineOrbitalFollow>();
_axisController = GetComponent<CinemachineInputAxisController>();
if (_orbital == null)
Debug.LogWarning("[CameraOrbitKeyboard] CinemachineOrbitalFollow not found on this GameObject.");
}
void Update()
{
if (_orbital == null) return;
// Freeze camera orbit (keyboard + mouse) when keybind menu is open
if (KeyBindingUI.IsVisible)
{
if (_axisController != null && _axisController.enabled)
_axisController.enabled = false;
return;
}
else if (_axisController != null && !_axisController.enabled)
{
_axisController.enabled = true;
}
var kb = Keyboard.current;
if (kb == null) return;
// Physical-key mapping: W/A/S/D positions = Z/Q/S/D on AZERTY
Key kUp = KeyBindingUI.GetKey("CamUp", Key.W);
Key kDown = KeyBindingUI.GetKey("CamDown", Key.S);
Key kLeft = KeyBindingUI.GetKey("CamLeft", Key.A);
Key kRight = KeyBindingUI.GetKey("CamRight", Key.D);
float h = 0f, v = 0f;
if (kb[kRight].isPressed) h += 1f;
if (kb[kLeft].isPressed) h -= 1f;
if (kb[kUp].isPressed) v += 1f;
if (kb[kDown].isPressed) v -= 1f;
if (Mathf.Abs(h) > 0.001f || Mathf.Abs(v) > 0.001f)
{
_orbital.HorizontalAxis.Value += h * horizontalSpeed * Time.deltaTime;
_orbital.VerticalAxis.Value = Mathf.Clamp(
_orbital.VerticalAxis.Value + v * verticalSpeed * Time.deltaTime,
_orbital.VerticalAxis.Range.x,
_orbital.VerticalAxis.Range.y
);
}
}
}

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fileFormatVersion: 2
guid: 9948893cc71ec924bb9e06e3afd66bd2

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using UnityEngine;
/// <summary>
/// Singleton game state machine. Drives all game UI and player state transitions
/// based on server events received from NetworkManager.
/// States: Lobby → Countdown → Playing → Eliminated/Qualified → RoundEnd → GameEnd
/// </summary>
public class GameManager : MonoBehaviour
{
public static GameManager Instance { get; private set; }
[Header("Scene References")]
public GameObject playerRoot;
public SpectatorCamera spectatorCamera;
public GameHUD gameHUD;
public EliminationOverlay eliminationOverlay;
public GamePhase CurrentPhase { get; private set; } = GamePhase.Lobby;
public bool IsLocalEliminated { get; private set; } = false;
public string CurrentMode { get; private set; } = "race";
public int CurrentRound { get; private set; } = 1;
void Awake()
{
if (Instance != null && Instance != this) { Destroy(gameObject); return; }
Instance = this;
DontDestroyOnLoad(gameObject);
}
void OnEnable()
{
var nm = NetworkManager.Instance;
if (nm == null) return;
nm.OnPhaseChanged += HandlePhaseChanged;
nm.OnCountdownChanged += HandleCountdownChanged;
nm.OnEliminated += HandleEliminated;
nm.OnQualified += HandleQualified;
nm.OnRoundStart += HandleRoundStart;
nm.OnRoundEnd += HandleRoundEnd;
nm.OnGameEnd += HandleGameEnd;
nm.OnDisconnected += HandleDisconnected;
}
void OnDisable()
{
var nm = NetworkManager.Instance;
if (nm == null) return;
nm.OnPhaseChanged -= HandlePhaseChanged;
nm.OnCountdownChanged -= HandleCountdownChanged;
nm.OnEliminated -= HandleEliminated;
nm.OnQualified -= HandleQualified;
nm.OnRoundStart -= HandleRoundStart;
nm.OnRoundEnd -= HandleRoundEnd;
nm.OnGameEnd -= HandleGameEnd;
nm.OnDisconnected -= HandleDisconnected;
}
// ─── Event Handlers ───────────────────────────────────────────────────
void HandlePhaseChanged(string phase)
{
switch (phase)
{
case "countdown":
TransitionTo(GamePhase.Countdown);
break;
case "playing":
if (!IsLocalEliminated)
TransitionTo(GamePhase.Playing);
break;
case "roundEnd":
TransitionTo(GamePhase.RoundEnd);
break;
case "gameEnd":
TransitionTo(GamePhase.GameEnd);
break;
case "lobby":
// New round lobby — reset eliminated state
IsLocalEliminated = false;
TransitionTo(GamePhase.Lobby);
break;
}
}
void HandleCountdownChanged(float value)
{
gameHUD?.SetCountdown(value);
}
void HandleEliminated(string sessionId, string reason)
{
if (sessionId == NetworkManager.Instance?.LocalSessionId)
{
IsLocalEliminated = true;
TransitionTo(GamePhase.Eliminated);
eliminationOverlay?.ShowEliminated();
}
}
void HandleQualified(string sessionId)
{
if (sessionId == NetworkManager.Instance?.LocalSessionId)
{
TransitionTo(GamePhase.Qualified);
eliminationOverlay?.ShowQualified();
}
}
void HandleRoundStart(int round, string mode)
{
CurrentRound = round;
CurrentMode = mode;
gameHUD?.SetRoundInfo(round, mode);
IsLocalEliminated = false;
}
void HandleRoundEnd(int round)
{
// Overlay already shown by elimination/qualification handlers
}
void HandleGameEnd(string winner)
{
eliminationOverlay?.ShowGameEnd(winner);
}
void HandleDisconnected()
{
IsLocalEliminated = false;
TransitionTo(GamePhase.Lobby);
}
// ─── State Transitions ────────────────────────────────────────────────
void TransitionTo(GamePhase phase)
{
CurrentPhase = phase;
Debug.Log($"[GameManager] → {phase}");
switch (phase)
{
case GamePhase.Lobby:
SetPlayerActive(false);
SetSpectatorActive(false);
gameHUD?.SetPhase("lobby");
break;
case GamePhase.Countdown:
gameHUD?.SetPhase("countdown");
break;
case GamePhase.Playing:
SetPlayerActive(true);
SetSpectatorActive(false);
gameHUD?.SetPhase("playing");
break;
case GamePhase.Eliminated:
SetPlayerActive(false);
SetSpectatorActive(true);
gameHUD?.SetPhase("eliminated");
break;
case GamePhase.Qualified:
// Keep player active but freeze input briefly
gameHUD?.SetPhase("qualified");
break;
case GamePhase.RoundEnd:
gameHUD?.SetPhase("roundEnd");
break;
case GamePhase.GameEnd:
SetPlayerActive(false);
SetSpectatorActive(true);
gameHUD?.SetPhase("gameEnd");
break;
}
}
void SetPlayerActive(bool active)
{
if (playerRoot == null) return;
playerRoot.SetActive(active);
var pc = playerRoot.GetComponentInChildren<PlayerController>(true);
if (pc != null) pc.enabled = active;
if (active)
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
else
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
}
void SetSpectatorActive(bool active)
{
if (spectatorCamera == null) return;
if (active) spectatorCamera.Activate();
else spectatorCamera.Deactivate();
}
}
public enum GamePhase
{
Lobby,
Countdown,
Playing,
Eliminated,
Qualified,
RoundEnd,
GameEnd,
}

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fileFormatVersion: 2
guid: 3b251a545afa938409a896585ea92a96

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using UnityEngine;
/// <summary>
/// Global game setup applied at startup:
/// - Application.runInBackground (physics continues on ALT-TAB)
/// - Tall invisible arena barriers (prevent ball escape)
/// - Visual enhancements: obstacle colors, floor tint, lighting contrast
/// Attach to a persistent GameObject (e.g. NetworkManager).
/// </summary>
public class GameSetup : MonoBehaviour
{
[Header("Arena Boundaries")]
public float arenaHalfSize = 45f;
public float barrierHeight = 50f;
public float barrierThickness = 1f;
[Header("Visuals")]
public bool enhanceVisuals = true;
void Awake()
{
// --- Keep physics and network running on focus loss ---
Application.runInBackground = true;
Application.targetFrameRate = 60;
// Barriers removed — respawn system handles falls (Y < -10)
}
void Start()
{
if (enhanceVisuals)
EnhanceVisuals();
}
// --- Barrier creation ---
private void CreateBarrier(string name, Vector3 position, Vector3 size)
{
var go = new GameObject(name);
go.transform.position = position;
var col = go.AddComponent<BoxCollider>();
col.size = size;
// No Renderer = invisible. Static collider = immovable wall.
}
// --- Visual enhancements ---
private void EnhanceVisuals()
{
TintFloor();
ColorObstacles();
ColorWallsAndGrids();
EnhanceLighting();
}
private void TintFloor()
{
var plane = GameObject.Find("Plane");
if (plane == null) return;
var rend = plane.GetComponent<Renderer>();
if (rend == null) return;
var mat = new Material(rend.sharedMaterial);
// Soft blue-gray instead of flat white
Color floorColor = new Color(0.70f, 0.74f, 0.82f, 1f);
SetMatColor(mat, floorColor);
rend.material = mat;
}
private void ColorObstacles()
{
Color[] palette =
{
new Color(0.42f, 0.55f, 0.75f), // Steel blue
new Color(0.60f, 0.45f, 0.68f), // Muted purple
new Color(0.48f, 0.68f, 0.55f), // Sage green
new Color(0.74f, 0.52f, 0.42f), // Warm terracotta
new Color(0.68f, 0.65f, 0.44f), // Sandy gold
new Color(0.44f, 0.62f, 0.72f), // Slate teal
};
for (int i = 1; i <= 18; i++)
{
var obs = GameObject.Find($"Obs_{i}");
if (obs == null) continue;
var rend = obs.GetComponent<Renderer>();
if (rend == null) continue;
var mat = new Material(rend.sharedMaterial);
SetMatColor(mat, palette[i % palette.Length]);
rend.material = mat;
}
}
private void ColorWallsAndGrids()
{
Color wallColor = new Color(0.50f, 0.54f, 0.62f);
foreach (string name in new[] { "Wall_North", "Wall_South", "Wall_East", "Wall_West" })
{
var wall = GameObject.Find(name);
if (wall == null) continue;
var rend = wall.GetComponent<Renderer>();
if (rend == null) continue;
var mat = new Material(rend.sharedMaterial);
SetMatColor(mat, wallColor);
rend.material = mat;
}
Color gridColor = new Color(0.58f, 0.61f, 0.68f);
for (int i = 1; i <= 4; i++)
{
foreach (string dir in new[] { "NS", "EW" })
{
var grid = GameObject.Find($"Grid_{dir}_{i}");
if (grid == null) continue;
var rend = grid.GetComponent<Renderer>();
if (rend == null) continue;
var mat = new Material(rend.sharedMaterial);
SetMatColor(mat, gridColor);
rend.material = mat;
}
}
}
private void EnhanceLighting()
{
// Directional light: warm white, stronger, soft shadows
var lights = FindObjectsByType<Light>(FindObjectsSortMode.None);
foreach (var light in lights)
{
if (light.type == LightType.Directional)
{
light.color = new Color(1f, 0.96f, 0.90f); // Warm white
light.intensity = 1.6f;
light.shadows = LightShadows.Soft;
light.shadowStrength = 0.75f;
}
}
// Ambient: cool tint for contrast with warm direct light
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Flat;
RenderSettings.ambientLight = new Color(0.32f, 0.36f, 0.48f);
}
// --- Utility ---
private static void SetMatColor(Material mat, Color color)
{
if (mat.HasProperty("_BaseColor"))
mat.SetColor("_BaseColor", color);
if (mat.HasProperty("_Color"))
mat.color = color;
}
}

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fileFormatVersion: 2
guid: eb7b4298ea08e184781c08e50c18a677

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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
/// <summary>
/// Runtime key rebinding UI. Toggle with F2.
/// Manages rebinding for InputSystem actions (movement, jump)
/// and custom camera orbit keys (ZQSD).
/// All overrides persist in PlayerPrefs.
/// </summary>
public class KeyBindingUI : MonoBehaviour
{
private bool _visible = false;
private string _rebindingAction = null;
/// <summary>True when the keybind config menu is open. Used to freeze camera + unlock cursor.</summary>
public static bool IsVisible { get; private set; }
private InputActionRebindingExtensions.RebindingOperation _rebindOp;
// Default camera keys (physical WASD positions = ZQSD on AZERTY)
private static readonly Dictionary<string, Key> _defaultCameraKeys = new()
{
{ "CamUp", Key.W },
{ "CamDown", Key.S },
{ "CamLeft", Key.A },
{ "CamRight", Key.D },
};
private static readonly string[] _cameraKeyNames = { "CamUp", "CamDown", "CamLeft", "CamRight" };
private static readonly string[] _cameraKeyLabels = { "Caméra haut", "Caméra bas", "Caméra gauche", "Caméra droite" };
private static Dictionary<string, Key> _currentCameraKeys;
private PlayerInput _playerInput;
void Awake()
{
LoadCameraKeys();
}
void Start()
{
_playerInput = FindFirstObjectByType<PlayerInput>();
LoadBindingOverrides();
}
void Update()
{
if (Keyboard.current != null && Keyboard.current[Key.F2].wasPressedThisFrame)
{
_visible = !_visible;
IsVisible = _visible;
if (_visible)
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
else
{
CancelRebind();
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
}
}
void LateUpdate()
{
// Process camera key rebinding
if (_rebindingAction == null) return;
if (!_defaultCameraKeys.ContainsKey(_rebindingAction)) return;
var kb = Keyboard.current;
if (kb == null) return;
foreach (Key k in Enum.GetValues(typeof(Key)))
{
if (k == Key.None) continue;
try
{
if (kb[k].wasPressedThisFrame)
{
if (k == Key.Escape)
{
_rebindingAction = null;
return;
}
_currentCameraKeys[_rebindingAction] = k;
SaveCameraKeys();
_rebindingAction = null;
return;
}
}
catch { }
}
}
void OnGUI()
{
if (!_visible) return;
ImGuiSkin.EnsureReady();
// Overlay
ImGuiSkin.DrawOverlay();
float w = 480, h = 540;
ImGuiSkin.BeginWindow(w, h, "Configuration des touches");
// --- Movement ---
ImGuiSkin.DrawSectionHeader("DÉPLACEMENT");
GUILayout.Space(4);
DrawActionBinding("forward", "Avancer");
DrawActionBinding("backwards", "Reculer");
DrawActionBinding("left", "Gauche");
DrawActionBinding("right", "Droite");
DrawActionBinding("jump", "Sauter");
GUILayout.Space(10);
// --- Camera ---
ImGuiSkin.DrawSectionHeader("CAMÉRA (+ SOURIS)");
GUILayout.Space(4);
for (int i = 0; i < _cameraKeyNames.Length; i++)
DrawCameraKeyBinding(_cameraKeyNames[i], _cameraKeyLabels[i]);
GUILayout.Space(16);
// Buttons
GUILayout.BeginHorizontal();
if (GUILayout.Button("Réinitialiser tout", ImGuiSkin.Button, GUILayout.Height(32)))
ResetAllBindings();
if (GUILayout.Button("Fermer (F2)", ImGuiSkin.Button, GUILayout.Height(32)))
{
_visible = false;
CancelRebind();
}
GUILayout.EndHorizontal();
GUILayout.Space(6);
if (_rebindingAction != null)
{
GUILayout.Label("Appuyez sur une touche pour assigner...", ImGuiSkin.Hint);
}
// F2 hint
GUILayout.Label("F2 — Ouvrir / Fermer ce menu", ImGuiSkin.Footer);
ImGuiSkin.EndWindow();
}
// --- Drawing helpers ---
private void DrawActionBinding(string actionName, string label)
{
if (_playerInput == null) return;
var action = _playerInput.actions.FindAction(actionName);
if (action == null) return;
GUILayout.BeginHorizontal();
GUILayout.Label(label, ImGuiSkin.Label, GUILayout.Width(150));
string currentBinding = "---";
if (action.bindings.Count > 0)
currentBinding = InputControlPath.ToHumanReadableString(
action.bindings[0].effectivePath,
InputControlPath.HumanReadableStringOptions.OmitDevice);
bool isRebinding = _rebindingAction == actionName;
string btnText = isRebinding ? "[ ... ]" : currentBinding;
GUIStyle btnStyle = isRebinding ? ImGuiSkin.ButtonAccent : ImGuiSkin.ButtonSmall;
if (GUILayout.Button(btnText, btnStyle, GUILayout.Width(170), GUILayout.Height(26)))
{
if (!isRebinding) StartActionRebind(actionName);
else CancelRebind();
}
GUILayout.EndHorizontal();
}
private void DrawCameraKeyBinding(string keyName, string label)
{
GUILayout.BeginHorizontal();
GUILayout.Label(label, ImGuiSkin.Label, GUILayout.Width(150));
Key current = GetKey(keyName, _defaultCameraKeys[keyName]);
bool isRebinding = _rebindingAction == keyName;
string btnText = isRebinding ? "[ ... ]" : current.ToString();
GUIStyle btnStyle = isRebinding ? ImGuiSkin.ButtonAccent : ImGuiSkin.ButtonSmall;
if (GUILayout.Button(btnText, btnStyle, GUILayout.Width(170), GUILayout.Height(26)))
{
if (!isRebinding) StartCameraKeyRebind(keyName);
else CancelRebind();
}
GUILayout.EndHorizontal();
}
// --- Rebinding logic ---
private void StartActionRebind(string actionName)
{
CancelRebind();
var action = _playerInput?.actions.FindAction(actionName);
if (action == null) return;
_rebindingAction = actionName;
action.Disable();
_rebindOp = action.PerformInteractiveRebinding(0)
.WithControlsExcluding("Mouse")
.OnMatchWaitForAnother(0.1f)
.OnComplete(op =>
{
action.Enable();
SaveBindingOverrides();
_rebindingAction = null;
op.Dispose();
_rebindOp = null;
})
.OnCancel(op =>
{
action.Enable();
_rebindingAction = null;
op.Dispose();
_rebindOp = null;
})
.Start();
}
private void StartCameraKeyRebind(string keyName)
{
CancelRebind();
_rebindingAction = keyName;
}
private void CancelRebind()
{
if (_rebindOp != null)
{
_rebindOp.Cancel();
_rebindOp.Dispose();
_rebindOp = null;
}
_rebindingAction = null;
}
// --- Persistence ---
private void SaveBindingOverrides()
{
if (_playerInput == null) return;
string json = _playerInput.actions.SaveBindingOverridesAsJson();
PlayerPrefs.SetString("InputOverrides", json);
PlayerPrefs.Save();
}
private void LoadBindingOverrides()
{
if (_playerInput == null) return;
string json = PlayerPrefs.GetString("InputOverrides", "");
if (!string.IsNullOrEmpty(json))
_playerInput.actions.LoadBindingOverridesFromJson(json);
}
private static void LoadCameraKeys()
{
_currentCameraKeys = new Dictionary<string, Key>();
foreach (var kv in _defaultCameraKeys)
{
string saved = PlayerPrefs.GetString($"CamKey_{kv.Key}", "");
if (!string.IsNullOrEmpty(saved) && Enum.TryParse<Key>(saved, out Key parsed))
_currentCameraKeys[kv.Key] = parsed;
else
_currentCameraKeys[kv.Key] = kv.Value;
}
}
private static void SaveCameraKeys()
{
if (_currentCameraKeys == null) return;
foreach (var kv in _currentCameraKeys)
PlayerPrefs.SetString($"CamKey_{kv.Key}", kv.Value.ToString());
PlayerPrefs.Save();
}
/// <summary>
/// Get a camera key binding. Usable globally (static).
/// </summary>
public static Key GetKey(string name, Key fallback)
{
if (_currentCameraKeys == null) LoadCameraKeys();
return _currentCameraKeys != null && _currentCameraKeys.TryGetValue(name, out Key k) ? k : fallback;
}
private void ResetAllBindings()
{
// Reset InputSystem actions
if (_playerInput != null)
{
foreach (var action in _playerInput.actions)
action.RemoveAllBindingOverrides();
PlayerPrefs.DeleteKey("InputOverrides");
}
// Reset camera keys
_currentCameraKeys = new Dictionary<string, Key>(_defaultCameraKeys);
foreach (var kv in _defaultCameraKeys)
PlayerPrefs.DeleteKey($"CamKey_{kv.Key}");
PlayerPrefs.Save();
}
}

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fileFormatVersion: 2
guid: 91245bd4a2621ba49ab2e6d622041061

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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 7d06329eb03f74741b61872baf05e25c
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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using UnityEngine;
using UnityEngine.InputSystem;
/// <summary>
/// Debug overlay:
/// Always-visible HUD strip at the top (player name, status, room, FPS)
/// Detailed panel toggled with F1 (full network + physics info)
/// Uses Dear ImGuistyle skin via ImGuiSkin.
/// </summary>
public class DebugNetworkUI : MonoBehaviour
{
private bool _detailsVisible = false;
private Vector2 _scrollPos;
// FPS tracking
private float _fpsTimer;
private int _fpsCount;
private float _currentFps;
void Update()
{
// FPS counter
_fpsTimer += Time.unscaledDeltaTime;
_fpsCount++;
if (_fpsTimer >= 0.5f)
{
_currentFps = _fpsCount / _fpsTimer;
_fpsTimer = 0f;
_fpsCount = 0;
}
// Toggle detailed panel with F1
if (Keyboard.current != null && Keyboard.current[Key.F1].wasPressedThisFrame)
_detailsVisible = !_detailsVisible;
}
void OnGUI()
{
ImGuiSkin.EnsureReady();
var nm = NetworkManager.Instance;
if (nm == null) return;
DrawHUDStrip(nm);
if (_detailsVisible)
DrawDetailPanel(nm);
// Hint
GUI.Label(new Rect(10, Screen.height - 25, 300, 20), "F1 — Debug details", ImGuiSkin.Footer);
}
// ───────── HUD Strip (always visible) ─────────
private void DrawHUDStrip(NetworkManager nm)
{
float h = 28;
ImGuiSkin.DrawHudStripBg(h);
string dot = nm.IsConnected
? "<color=#44FF44>\u25CF</color>"
: "<color=#FF4444>\u25CF</color>";
string info;
if (nm.IsConnected)
{
string name = !string.IsNullOrEmpty(nm.LocalPlayerName) ? nm.LocalPlayerName : "\u2014";
string room = !string.IsNullOrEmpty(nm.RoomId) ? nm.RoomId[..Mathf.Min(8, nm.RoomId.Length)] : "\u2014";
string sess = !string.IsNullOrEmpty(nm.LocalSessionId) ? nm.LocalSessionId[..Mathf.Min(6, nm.LocalSessionId.Length)] : "\u2014";
info = $" {dot} <b>{name}</b> | Room {room} | Sess {sess} | {nm.PlayerCount}P | {nm.serverURL} | {_currentFps:F0} FPS";
}
else
{
info = $" {dot} {nm.ConnectionStatus} | {nm.serverURL} | {_currentFps:F0} FPS";
}
GUI.Label(new Rect(0, 0, Screen.width, h), info, ImGuiSkin.HudLabel);
}
// ───────── Detail Panel (F1) ─────────
private void DrawDetailPanel(NetworkManager nm)
{
float w = 360, h = 480;
float x = Screen.width - w - 12;
float y = 38;
ImGuiSkin.BeginWindowAt(x, y, w, h, "Network Debug");
// ── Connection ──
ImGuiSkin.DrawSectionHeader("CONNECTION");
GUILayout.Space(2);
GUIStyle statusStyle = nm.IsConnected ? ImGuiSkin.StatusGreen : ImGuiSkin.StatusRed;
GUILayout.Label($"\u25CF {nm.ConnectionStatus}", statusStyle);
ImGuiSkin.DrawField("Server", nm.serverURL);
ImGuiSkin.DrawField("Room ID", string.IsNullOrEmpty(nm.RoomId) ? "\u2014" : nm.RoomId);
ImGuiSkin.DrawField("Session", string.IsNullOrEmpty(nm.LocalSessionId) ? "\u2014" : nm.LocalSessionId);
ImGuiSkin.DrawField("Players", nm.PlayerCount.ToString());
ImGuiSkin.DrawField("FPS", $"{_currentFps:F0}");
if (!string.IsNullOrEmpty(nm.LastError))
{
GUILayout.Space(2);
GUILayout.Label($"\u26A0 {nm.LastError}", ImGuiSkin.StatusRed);
}
GUILayout.Space(6);
// ── Local Player ──
ImGuiSkin.DrawSectionHeader("LOCAL PLAYER");
GUILayout.Space(2);
ImGuiSkin.DrawField("Name", string.IsNullOrEmpty(nm.LocalPlayerName) ? "\u2014" : nm.LocalPlayerName);
var state = nm.GetLocalPlayerState();
if (state != null)
ImGuiSkin.DrawField("Server Pos", $"({state.x:F1}, {state.y:F1}, {state.z:F1})");
var pc = FindFirstObjectByType<PlayerController>();
if (pc != null && pc.isActiveAndEnabled)
{
var pos = pc.transform.position;
ImGuiSkin.DrawField("Live Pos", $"({pos.x:F1}, {pos.y:F1}, {pos.z:F1})");
var rb = pc.GetComponent<Rigidbody>();
if (rb != null)
{
var v = rb.linearVelocity;
ImGuiSkin.DrawField("Velocity", $"({v.x:F1}, {v.y:F1}, {v.z:F1}) [{v.magnitude:F1} m/s]");
}
}
GUILayout.Space(6);
// ── Remote Players ──
ImGuiSkin.DrawSectionHeader("REMOTE PLAYERS");
GUILayout.Space(2);
_scrollPos = GUILayout.BeginScrollView(_scrollPos, ImGuiSkin.ScrollView, GUILayout.Height(100));
if (nm.RemotePlayers != null && nm.RemotePlayers.Count > 0)
{
foreach (var kvp in nm.RemotePlayers)
{
if (kvp.Value == null) continue;
var rp = kvp.Value;
string dist = "";
if (pc != null && pc.isActiveAndEnabled)
{
float d = Vector3.Distance(pc.transform.position, rp.transform.position);
dist = $" [{d:F1}m]";
}
GUILayout.Label($" {rp.PlayerName} ({kvp.Key[..Mathf.Min(6, kvp.Key.Length)]}){dist}", ImGuiSkin.Label);
}
}
else
{
GUILayout.Label(" (aucun joueur distant)", ImGuiSkin.LabelDim);
}
GUILayout.EndScrollView();
GUILayout.FlexibleSpace();
if (nm.IsConnected)
{
if (GUILayout.Button("Déconnecter", ImGuiSkin.Button, GUILayout.Height(28)))
nm.LeaveRoom();
}
ImGuiSkin.EndWindow();
}
}

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fileFormatVersion: 2
guid: 0b20e36c3b15f32449bf872f27bee467

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using UnityEngine;
/// <summary>
/// Lobby UI displayed at scene start. Player enters a name, picks a color,
/// and clicks "Rejoindre" to connect to the arena.
/// Manages the full pre-game → in-game transition:
/// - Hides the Player hierarchy until connected
/// - Activates a spectator camera while in lobby
/// - Teleports the player ball to the server spawn position on join
/// Uses Dear ImGuistyle skin via ImGuiSkin.
/// </summary>
public class LobbyUI : MonoBehaviour
{
[Header("Scene References")]
[Tooltip("The root 'Player' GameObject (contains PlayerSphere + cameras). Will be deactivated until connected.")]
public GameObject playerRoot;
[Tooltip("The spectator camera GameObject (SpectatorCamera component).")]
public SpectatorCamera spectatorCamera;
// Preset colors for selection
private static readonly Color[] PresetColors = new Color[]
{
new Color(1f, 0.35f, 0.2f), // Orange-red
new Color(0.2f, 0.6f, 1f), // Blue
new Color(0.3f, 1f, 0.4f), // Green
new Color(1f, 0.85f, 0.1f), // Yellow
new Color(0.8f, 0.3f, 1f), // Purple
new Color(1f, 0.5f, 0.7f), // Pink
};
private static readonly string[] ColorNames = new string[]
{
"Rouge", "Bleu", "Vert", "Jaune", "Violet", "Rose"
};
// UI state
private bool _lobbyActive = true;
private string _playerName = "";
private int _selectedColorIndex = 0;
private string _statusMessage = "";
private bool _isConnecting = false;
private bool _isReady = false;
// Cached color preview texture (avoid per-frame leak)
private Texture2D _colorPreviewTex;
private int _lastPreviewColorIndex = -1;
void Start()
{
// Generate a default name
_playerName = "Joueur" + Random.Range(100, 999);
// --- Hide the player hierarchy until connected ---
if (playerRoot != null)
playerRoot.SetActive(false);
// --- Activate spectator camera ---
if (spectatorCamera != null)
{
// Wire the gameplay camera reference so spectator knows what to re-enable
var gameplayCam = playerRoot?.GetComponentInChildren<Camera>(true);
if (gameplayCam != null)
spectatorCamera.gameplayCamera = gameplayCam;
spectatorCamera.Activate();
}
// Subscribe to network events
if (NetworkManager.Instance != null)
{
NetworkManager.Instance.OnConnected += OnConnected;
NetworkManager.Instance.OnDisconnected += OnDisconnected;
}
}
void OnDestroy()
{
if (NetworkManager.Instance != null)
{
NetworkManager.Instance.OnConnected -= OnConnected;
NetworkManager.Instance.OnDisconnected -= OnDisconnected;
}
}
private void OnConnected()
{
_lobbyActive = false;
_isConnecting = false;
_statusMessage = "";
// --- Activate the player hierarchy ---
if (playerRoot != null)
playerRoot.SetActive(true);
// Teleport player ball to the server-assigned spawn position
var nm = NetworkManager.Instance;
if (nm != null && playerRoot != null)
{
var pc = playerRoot.GetComponentInChildren<PlayerController>(true);
if (pc != null)
{
// Get spawn pos from the local player's state in the room
var localState = nm.GetLocalPlayerState();
if (localState != null)
{
Vector3 spawnPos = new Vector3(localState.x, localState.y, localState.z);
var rb = pc.GetComponent<Rigidbody>();
if (rb != null)
{
rb.linearVelocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
rb.position = spawnPos;
}
pc.transform.position = spawnPos;
Debug.Log($"[Lobby] Player teleported to spawn: {spawnPos}");
}
pc.enabled = true;
// Setup local player visuals: 50% color tint + floating name label
pc.SetupLocalPlayer(nm.LocalPlayerName, nm.LocalPlayerColor);
}
}
// --- Switch from spectator to gameplay camera ---
if (spectatorCamera != null)
spectatorCamera.Deactivate();
// Unlock cursor for gameplay
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
private void OnDisconnected()
{
_lobbyActive = true;
_isConnecting = false;
_isReady = false;
_statusMessage = "Déconnecté du serveur";
// Show cursor for lobby
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
// --- Deactivate the player hierarchy ---
if (playerRoot != null)
{
var pc = playerRoot.GetComponentInChildren<PlayerController>(true);
if (pc != null) pc.enabled = false;
playerRoot.SetActive(false);
}
// --- Re-enable spectator camera ---
if (spectatorCamera != null)
spectatorCamera.Activate();
}
void OnGUI()
{
if (!_lobbyActive) return;
ImGuiSkin.EnsureReady();
if (Cursor.lockState != CursorLockMode.None)
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
ImGuiSkin.DrawOverlay();
bool isConnected = NetworkManager.Instance != null && NetworkManager.Instance.IsConnected;
if (!isConnected)
{
// ── Pre-connect panel ────────────────────────────────────────
float panelWidth = 420;
float panelHeight = 440;
ImGuiSkin.BeginWindow(panelWidth, panelHeight, "ROLL'D");
GUILayout.Label("Rejoindre l'arène multijoueur", ImGuiSkin.WindowSubtitle);
GUILayout.Space(16);
ImGuiSkin.DrawSectionHeader("PSEUDO");
GUILayout.Space(4);
_playerName = GUILayout.TextField(_playerName, 16, ImGuiSkin.TextField, GUILayout.Height(30));
GUILayout.Space(12);
ImGuiSkin.DrawSectionHeader("COULEUR");
GUILayout.Space(6);
GUILayout.BeginHorizontal();
for (int i = 0; i < PresetColors.Length; i++)
{
Color c = PresetColors[i];
bool selected = _selectedColorIndex == i;
Color prevBg = GUI.backgroundColor;
GUI.backgroundColor = selected ? c : c * 0.7f;
GUIStyle btnStyle = new GUIStyle(ImGuiSkin.ButtonSmall)
{
fontStyle = selected ? FontStyle.Bold : FontStyle.Normal,
};
if (selected) btnStyle.normal.textColor = Color.white;
string label = selected ? $"▸ {ColorNames[i]}" : ColorNames[i];
if (GUILayout.Button(label, btnStyle, GUILayout.Height(32), GUILayout.Width(60)))
_selectedColorIndex = i;
GUI.backgroundColor = prevBg;
}
GUILayout.EndHorizontal();
GUILayout.Space(4);
if (_colorPreviewTex == null || _lastPreviewColorIndex != _selectedColorIndex)
{
if (_colorPreviewTex == null)
{
_colorPreviewTex = new Texture2D(1, 1, TextureFormat.RGBA32, false);
_colorPreviewTex.hideFlags = HideFlags.HideAndDontSave;
}
_colorPreviewTex.SetPixel(0, 0, PresetColors[_selectedColorIndex]);
_colorPreviewTex.Apply();
_lastPreviewColorIndex = _selectedColorIndex;
}
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
GUILayout.Box(_colorPreviewTex, GUIStyle.none, GUILayout.Width(80), GUILayout.Height(16));
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();
GUILayout.Space(16);
GUI.enabled = !_isConnecting && !string.IsNullOrWhiteSpace(_playerName);
string buttonText = _isConnecting ? "Connexion..." : "▶ Rejoindre l'arène";
if (GUILayout.Button(buttonText, ImGuiSkin.ButtonAccent, GUILayout.Height(44)))
JoinArena();
GUI.enabled = true;
GUILayout.Space(8);
if (!string.IsNullOrEmpty(_statusMessage))
{
bool isError = _statusMessage.Contains("Erreur") || _statusMessage.Contains("Déconnecté");
GUIStyle statusStyle = isError ? ImGuiSkin.StatusRed : new GUIStyle(ImGuiSkin.Hint);
if (!isError) statusStyle.normal.textColor = ImGuiSkin.ColYellow;
GUILayout.Label(_statusMessage, statusStyle);
}
ImGuiSkin.EndWindow();
}
else
{
// ── Waiting room panel (connected, waiting for game to start) ──
float panelWidth = 380;
float panelHeight = 320;
ImGuiSkin.BeginWindow(panelWidth, panelHeight, "SALLE D'ATTENTE");
GUILayout.Label("En attente des joueurs...", ImGuiSkin.WindowSubtitle);
GUILayout.Space(12);
// Player list
ImGuiSkin.DrawSectionHeader("JOUEURS CONNECTÉS");
GUILayout.Space(4);
var nm = NetworkManager.Instance;
if (nm != null && nm.IsConnected)
{
// We can't directly iterate NetworkState.players from here easily,
// so show basic count
var style = new GUIStyle(GUI.skin.label) { fontSize = 13 };
style.normal.textColor = new Color(0.75f, 0.75f, 0.85f);
GUILayout.Label($" {nm.PlayerCount} joueur(s) dans la salle", style);
}
GUILayout.Space(16);
// Ready button
if (!_isReady)
{
if (GUILayout.Button("✔ Je suis prêt !", ImGuiSkin.ButtonAccent, GUILayout.Height(44)))
{
_isReady = true;
NetworkManager.Instance?.SendReady();
}
}
else
{
var readyStyle = new GUIStyle(GUI.skin.label)
{
alignment = TextAnchor.MiddleCenter,
fontSize = 16,
fontStyle = FontStyle.Bold,
};
readyStyle.normal.textColor = new Color(0.3f, 1f, 0.5f);
GUILayout.Label("✔ Prêt ! En attente des autres...", readyStyle, GUILayout.Height(44));
}
GUILayout.Space(8);
var hintStyle = new GUIStyle(ImGuiSkin.Hint);
hintStyle.normal.textColor = new Color(0.5f, 0.5f, 0.6f);
GUILayout.Label("La partie démarre quand tout le monde est prêt\nou automatiquement après 30 secondes.", hintStyle);
ImGuiSkin.EndWindow();
}
}
private void JoinArena()
{
if (NetworkManager.Instance == null)
{
_statusMessage = "Erreur : NetworkManager introuvable";
return;
}
if (string.IsNullOrWhiteSpace(_playerName))
{
_statusMessage = "Entrez un pseudo";
return;
}
_isConnecting = true;
_statusMessage = "Connexion au serveur...";
Color selectedColor = PresetColors[_selectedColorIndex];
NetworkManager.Instance.JoinArena(_playerName.Trim(), selectedColor);
// Monitor for errors after a delay
Invoke(nameof(CheckConnectionTimeout), 10f);
}
private void CheckConnectionTimeout()
{
if (_isConnecting && !NetworkManager.Instance.IsConnected)
{
_isConnecting = false;
_statusMessage = "Erreur : Timeout de connexion. Vérifiez que le serveur est lancé.";
if (!string.IsNullOrEmpty(NetworkManager.Instance.LastError))
{
_statusMessage += $"\n{NetworkManager.Instance.LastError}";
}
}
}
}

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fileFormatVersion: 2
guid: ad2d984dd466289479165976d300cc09

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using System;
using System.Collections.Generic;
using UnityEngine;
using Colyseus;
using Colyseus.Schema;
/// <summary>
/// Singleton managing the Colyseus connection, room lifecycle, remote player spawning,
/// and game-phase events (eliminated, qualified, roundStart, roundEnd, gameEnd).
/// </summary>
public class NetworkManager : MonoBehaviour
{
public static NetworkManager Instance { get; private set; }
[Header("Connection")]
[Tooltip("Colyseus server endpoint (overridden by frontend via SetServerURL)")]
public string serverURL = "ws://localhost:2567";
[Header("Prefab")]
[Tooltip("Prefab for remote players (must have RemotePlayerController)")]
public GameObject remotePlayerPrefab;
// --- Public state for UI ---
public bool IsConnected { get; private set; }
public string RoomId { get; private set; } = "";
public string LocalSessionId { get; private set; } = "";
public int PlayerCount { get; private set; }
public string ConnectionStatus { get; private set; } = "Déconnecté";
public string LastError { get; private set; } = "";
// Expose remote players for debug UI
public Dictionary<string, RemotePlayerController> RemotePlayers => _remotePlayers;
// Local player info (set during join)
public string LocalPlayerName { get; private set; } = "";
public Color LocalPlayerColor { get; private set; } = Color.white;
// --- Events ---
public event Action OnConnected;
public event Action OnDisconnected;
public event Action<string> OnPlayerJoined;
public event Action<string> OnPlayerLeft;
// Game flow events
public event Action<string> OnPhaseChanged; // phase name
public event Action<float> OnCountdownChanged; // seconds remaining
public event Action<string, string> OnEliminated; // sessionId, reason
public event Action<string> OnQualified; // sessionId
public event Action<int, string> OnRoundStart; // roundNumber, mode
public event Action<int> OnRoundEnd; // roundNumber
public event Action<string> OnGameEnd; // winnerName
public event Action<float> OnDeathZoneYChanged; // for survival mode
// --- Internals ---
private Client _client;
private Room<NetworkState> _room;
private StateCallbackStrategy<NetworkState> _callbacks;
private readonly Dictionary<string, RemotePlayerController> _remotePlayers = new();
private float _broadcastTimer;
private const float BROADCAST_INTERVAL = 0.01667f; // ~60/sec
private bool _isJoining;
private Transform _localPlayer;
private Rigidbody _localPlayerRb;
private Vector3 _lastSentPos;
private Vector3 _lastSentVel;
private Vector3 _lastSentAngVel;
private const float POS_THRESHOLD = 0.005f;
private const float VEL_THRESHOLD = 0.05f;
private string _lastPhase = "";
void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject);
}
void Update()
{
if (!IsConnected || _room == null) return;
_broadcastTimer += Time.deltaTime;
if (_broadcastTimer >= BROADCAST_INTERVAL)
{
_broadcastTimer = 0f;
BroadcastPosition();
}
}
/// <summary>Called from frontend JS via SendMessage to override the server URL.</summary>
public void SetServerURL(string url)
{
serverURL = url;
Debug.Log($"[Network] Server URL set to: {url}");
}
public NetworkPlayer GetLocalPlayerState()
{
if (_room == null || _room.State.players == null || string.IsNullOrEmpty(LocalSessionId)) return null;
_room.State.players.TryGetValue(LocalSessionId, out var player);
return player;
}
// ─── Join / Leave ────────────────────────────────────────────────────
public async void JoinArena(string playerName, Color color)
{
if (_isJoining || IsConnected)
{
Debug.LogWarning("[Network] Already connecting or connected.");
return;
}
_isJoining = true;
ConnectionStatus = "Connexion en cours...";
LastError = "";
LocalPlayerName = playerName;
LocalPlayerColor = color;
try
{
Debug.Log($"[Network] Connecting to {serverURL}...");
_client = new Client(serverURL);
var options = new Dictionary<string, object>
{
{ "name", playerName },
{ "colorR", color.r },
{ "colorG", color.g },
{ "colorB", color.b }
};
_room = await _client.JoinOrCreate<NetworkState>("arena", options);
LocalSessionId = _room.SessionId;
RoomId = _room.RoomId;
IsConnected = true;
ConnectionStatus = "Connecté";
Debug.Log($"[Network] Joined room {RoomId} as {LocalSessionId}");
_callbacks = Callbacks.Get(_room);
// Players
_callbacks.OnAdd(state => state.players, (key, player) => OnPlayerAdd(key, player));
_callbacks.OnRemove(state => state.players, (key, player) => OnPlayerRemove(key, player));
// Game state changes
_callbacks.Listen(state => state.phase, (newValue, prevValue) => _OnPhaseChanged(newValue));
_callbacks.Listen(state => state.countdown, (newValue, prevValue) => OnCountdownChanged?.Invoke(newValue));
_callbacks.Listen(state => state.deathZoneY, (newValue, prevValue) => OnDeathZoneYChanged?.Invoke(newValue));
// Server messages
_room.OnMessage<EliminatedMsg>("eliminated", msg =>
{
Debug.Log($"[Network] Eliminated: {msg.sessionId} ({msg.reason})");
OnEliminated?.Invoke(msg.sessionId, msg.reason);
});
_room.OnMessage<QualifiedMsg>("qualified", msg =>
{
Debug.Log($"[Network] Qualified: {msg.sessionId}");
OnQualified?.Invoke(msg.sessionId);
});
_room.OnMessage<RoundStartMsg>("roundStart", msg =>
{
Debug.Log($"[Network] Round {msg.round} started ({msg.mode})");
OnRoundStart?.Invoke(msg.round, msg.mode);
});
_room.OnMessage<RoundEndMsg>("roundEnd", msg =>
{
Debug.Log($"[Network] Round {msg.round} ended");
OnRoundEnd?.Invoke(msg.round);
});
_room.OnMessage<GameEndMsg>("gameEnd", msg =>
{
Debug.Log($"[Network] Game over — Winner: {msg.winner}");
OnGameEnd?.Invoke(msg.winner);
});
_room.OnLeave += OnRoomLeave;
OnConnected?.Invoke();
}
catch (Exception e)
{
Debug.LogError($"[Network] Failed to join: {e.Message}");
ConnectionStatus = "Erreur de connexion";
LastError = e.Message;
IsConnected = false;
}
finally
{
_isJoining = false;
}
}
public async void LeaveRoom()
{
if (_room != null) await _room.Leave();
Cleanup();
}
public async void SendReady()
{
if (_room != null && IsConnected)
await _room.Send("ready", null);
}
public async void SendCheckpoint(int index)
{
if (_room != null && IsConnected)
await _room.Send("checkpointReached", new { index });
}
public async void SendDeathZoneHit()
{
if (_room != null && IsConnected)
await _room.Send("deathZoneHit", null);
}
public async void SendInZone(bool inZone)
{
if (_room != null && IsConnected)
await _room.Send("inZone", new { inZone });
}
// ─── State Callbacks ─────────────────────────────────────────────────
private void _OnPhaseChanged(string phase)
{
if (phase == _lastPhase) return;
_lastPhase = phase;
Debug.Log($"[Network] Phase → {phase}");
OnPhaseChanged?.Invoke(phase);
}
private void OnPlayerAdd(string sessionId, NetworkPlayer player)
{
Debug.Log($"[Network] Player joined: {sessionId} ({player.name})");
PlayerCount = _room.State.players?.Count ?? 0;
if (sessionId == LocalSessionId) return;
if (remotePlayerPrefab != null)
{
Vector3 spawnPos = new Vector3(player.x, player.y, player.z);
GameObject remoteBall = Instantiate(remotePlayerPrefab, spawnPos, Quaternion.identity);
remoteBall.name = $"RemotePlayer_{player.name}_{sessionId[..6]}";
var controller = remoteBall.GetComponent<RemotePlayerController>()
?? remoteBall.AddComponent<RemotePlayerController>();
controller.Initialize(sessionId, player.name,
new Color(player.colorR, player.colorG, player.colorB));
_remotePlayers[sessionId] = controller;
}
_callbacks.OnChange(player, () => OnPlayerChange(sessionId, player));
OnPlayerJoined?.Invoke(sessionId);
}
private void OnPlayerRemove(string sessionId, NetworkPlayer player)
{
Debug.Log($"[Network] Player left: {sessionId}");
PlayerCount = _room.State.players?.Count ?? 0;
if (_remotePlayers.TryGetValue(sessionId, out var controller))
{
if (controller != null && controller.gameObject != null)
Destroy(controller.gameObject);
_remotePlayers.Remove(sessionId);
}
OnPlayerLeft?.Invoke(sessionId);
}
private void OnPlayerChange(string sessionId, NetworkPlayer player)
{
if (sessionId == LocalSessionId) return;
if (_remotePlayers.TryGetValue(sessionId, out var controller))
{
controller.SetTargetState(
new Vector3(player.x, player.y, player.z),
new Vector3(player.vx, player.vy, player.vz),
new Quaternion(player.rx, player.ry, player.rz, player.rw),
player.t,
new Vector3(player.avx, player.avy, player.avz)
);
// Sync team color changes (for teams mode)
controller.UpdateTeamColor(player.team,
new Color(player.colorR, player.colorG, player.colorB));
// Hide/show eliminated remote players
controller.SetVisible(!player.isEliminated);
}
}
// ─── Position Broadcasting ────────────────────────────────────────────
private void BroadcastPosition()
{
if (_room == null || !IsConnected) return;
if (_localPlayer == null)
{
var pc = FindFirstObjectByType<PlayerController>();
if (pc != null)
{
_localPlayer = pc.transform;
_localPlayerRb = pc.GetComponent<Rigidbody>();
}
else return;
}
Vector3 pos = _localPlayer.position;
Vector3 vel = _localPlayerRb != null ? _localPlayerRb.linearVelocity : Vector3.zero;
Vector3 angVel = _localPlayerRb != null ? _localPlayerRb.angularVelocity : Vector3.zero;
if (Vector3.Distance(pos, _lastSentPos) < POS_THRESHOLD &&
Vector3.Distance(vel, _lastSentVel) < VEL_THRESHOLD &&
Vector3.Distance(angVel, _lastSentAngVel) < VEL_THRESHOLD)
return;
_lastSentPos = pos;
_lastSentVel = vel;
_lastSentAngVel = angVel;
Quaternion rot = _localPlayer.rotation;
var data = new Dictionary<string, object>
{
{ "x", pos.x }, { "y", pos.y }, { "z", pos.z },
{ "vx", vel.x }, { "vy", vel.y }, { "vz", vel.z },
{ "rx", rot.x }, { "ry", rot.y }, { "rz", rot.z }, { "rw", rot.w },
{ "avx", angVel.x }, { "avy", angVel.y }, { "avz", angVel.z }
};
_ = _room.Send("position", data);
}
// ─── Room Lifecycle ───────────────────────────────────────────────────
private void OnRoomLeave(int code)
{
Debug.Log($"[Network] Left room (code: {code})");
Cleanup();
OnDisconnected?.Invoke();
}
private void Cleanup()
{
IsConnected = false;
ConnectionStatus = "Déconnecté";
RoomId = "";
PlayerCount = 0;
LocalPlayerName = "";
LocalPlayerColor = Color.white;
_lastPhase = "";
foreach (var kvp in _remotePlayers)
{
if (kvp.Value != null && kvp.Value.gameObject != null)
Destroy(kvp.Value.gameObject);
}
_remotePlayers.Clear();
_room = null;
_client = null;
_callbacks = null;
_localPlayer = null;
_localPlayerRb = null;
}
void OnDestroy()
{
if (_room != null) _ = _room.Leave(false);
}
}
// ─── Message DTOs ─────────────────────────────────────────────────────────────
[Serializable] public class EliminatedMsg { public string sessionId; public string name; public string reason; }
[Serializable] public class QualifiedMsg { public string sessionId; public string name; }
[Serializable] public class RoundStartMsg { public int round; public string mode; public int totalRounds; }
[Serializable] public class RoundEndMsg { public int round; }
[Serializable] public class GameEndMsg { public string winner; }

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guid: 6a218ec39b39bcc459a0c0d0ca10207b

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using Colyseus.Schema;
// Must match server-side defineTypes field order exactly
public partial class NetworkPlayer : Schema
{
[Type(0, "int32")] public int userId = 0;
[Type(1, "float32")] public float x = 0;
[Type(2, "float32")] public float y = 5;
[Type(3, "float32")] public float z = 0;
[Type(4, "float32")] public float vx = 0;
[Type(5, "float32")] public float vy = 0;
[Type(6, "float32")] public float vz = 0;
[Type(7, "float32")] public float rx = 0;
[Type(8, "float32")] public float ry = 0;
[Type(9, "float32")] public float rz = 0;
[Type(10, "float32")] public float rw = 1;
[Type(11, "float64")] public double t = 0;
[Type(12, "string")] public string name = "";
[Type(13, "float32")] public float colorR = 1;
[Type(14, "float32")] public float colorG = 1;
[Type(15, "float32")] public float colorB = 1;
[Type(16, "float32")] public float avx = 0;
[Type(17, "float32")] public float avy = 0;
[Type(18, "float32")] public float avz = 0;
// Game state
[Type(19, "boolean")] public bool isEliminated = false;
[Type(20, "boolean")] public bool isQualified = false;
[Type(21, "int8")] public int team = 0;
[Type(22, "int8")] public int checkpointIndex = 0;
[Type(23, "boolean")] public bool isReady = false;
}
public partial class NetworkState : Schema
{
[Type(0, "map", typeof(MapSchema<NetworkPlayer>))]
public MapSchema<NetworkPlayer> players;
[Type(1, "string")] public string phase = "lobby";
[Type(2, "float32")] public float countdown = 0;
[Type(3, "int8")] public int roundNumber = 1;
[Type(4, "int8")] public int totalRounds = 4;
[Type(5, "int8")] public int playersAlive = 0;
[Type(6, "string")] public string gameMode = "race";
[Type(7, "float32")] public float deathZoneY = -100;
[Type(8, "int16")] public int teamScoreRed = 0;
[Type(9, "int16")] public int teamScoreBlue = 0;
[Type(10, "string")] public string winnerName = "";
}

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fileFormatVersion: 2
guid: 0ce16348bc0580b49860d9bd80e7bec0

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using UnityEngine;
/// <summary>
/// Controls a remote player's ball using snapshot interpolation.
/// Maintains a ring buffer of recent network snapshots and interpolates
/// between them with a fixed delay, producing smooth motion even with jitter.
/// Uses Rigidbody.MovePosition for proper physics collision detection.
/// </summary>
public class RemotePlayerController : MonoBehaviour
{
[Header("Interpolation")]
[Tooltip("Interpolation delay in seconds (higher = smoother, more latency)")]
public float interpolationDelay = 0.083f; // ~83ms = 5 frames at 60Hz
[Tooltip("Max extrapolation time when no new data arrives")]
public float maxExtrapolation = 0.08f; // 80ms — short to avoid overshoot
[Tooltip("If distance exceeds this, snap instead of interpolate")]
public float snapDistance = 8f;
[Tooltip("Final smoothing factor (higher = tighter follow, lower = smoother)")]
public float smoothingSpeed = 24f;
[Tooltip("Rotation slerp speed")]
public float rotationSpeed = 24f;
// Public info
public string SessionId { get; private set; }
public string PlayerName { get; private set; }
public Color PlayerColor { get; private set; }
// --- Snapshot buffer ---
private struct Snapshot
{
public double serverTime; // server timestamp (ms)
public float localTime; // Time.time when received
public Vector3 position;
public Vector3 velocity;
public Quaternion rotation;
public Vector3 angularVelocity;
}
private const int BUFFER_SIZE = 16;
private readonly Snapshot[] _buffer = new Snapshot[BUFFER_SIZE];
private int _bufferCount;
private int _newestIndex;
private float _firstLocalTime; // local time of first snapshot received
private double _firstServerTime; // server time of first snapshot received
private bool _initialized;
private Quaternion _currentRotation = Quaternion.identity;
private Rigidbody _rb; // Cached for MovePosition
// Optional: floating name label
private TextMesh _nameLabel;
/// <summary>
/// Called by NetworkManager when spawning this remote player.
/// </summary>
public void Initialize(string sessionId, string playerName, Color color)
{
SessionId = sessionId;
PlayerName = playerName;
PlayerColor = color;
_currentRotation = transform.rotation;
_bufferCount = 0;
_initialized = true;
// Apply color tint (multiply blend to keep pattern visible)
var renderer = GetComponent<Renderer>();
if (renderer != null)
{
var mat = new Material(renderer.sharedMaterial);
Color original = Color.white;
if (mat.HasProperty("_BaseColor")) original = mat.GetColor("_BaseColor");
else if (mat.HasProperty("_Color")) original = mat.GetColor("_Color");
float strength = 0.7f;
Color tint = new Color(
Mathf.Lerp(original.r, original.r * color.r * 2f, strength),
Mathf.Lerp(original.g, original.g * color.g * 2f, strength),
Mathf.Lerp(original.b, original.b * color.b * 2f, strength),
original.a
);
if (mat.HasProperty("_BaseColor")) mat.SetColor("_BaseColor", tint);
if (mat.HasProperty("_Color")) mat.color = tint;
renderer.material = mat;
}
// Kinematic rigidbody with MovePosition for proper collision detection
_rb = GetComponent<Rigidbody>();
if (_rb != null)
{
_rb.isKinematic = true;
_rb.useGravity = false;
_rb.interpolation = RigidbodyInterpolation.Interpolate;
_rb.collisionDetectionMode = CollisionDetectionMode.ContinuousSpeculative;
}
// Add a trigger collider slightly larger than the physics collider
// so the local player can detect bumps
var existingCollider = GetComponent<SphereCollider>();
float baseRadius = existingCollider != null ? existingCollider.radius : 0.5f;
var trigger = gameObject.AddComponent<SphereCollider>();
trigger.isTrigger = true;
trigger.radius = baseRadius * 1.15f; // 15% larger
// Disable any player input on remote balls
var playerInput = GetComponent<UnityEngine.InputSystem.PlayerInput>();
if (playerInput != null)
playerInput.enabled = false;
var playerController = GetComponent<PlayerController>();
if (playerController != null)
playerController.enabled = false;
// Create floating name label
CreateNameLabel();
Debug.Log($"[RemotePlayer] Initialized: {playerName} ({sessionId[..6]}) color={color}");
}
/// <summary>
/// Called by NetworkManager when a state update arrives from the server.
/// Pushes a new snapshot into the interpolation buffer.
/// </summary>
public void SetTargetState(Vector3 position, Vector3 velocity, Quaternion rotation, double serverTime, Vector3 angularVelocity = default)
{
// Bootstrap time mapping on first snapshot
if (_bufferCount == 0)
{
_firstLocalTime = Time.time;
_firstServerTime = serverTime;
}
// Advance ring buffer
_newestIndex = (_newestIndex + 1) % BUFFER_SIZE;
_buffer[_newestIndex] = new Snapshot
{
serverTime = serverTime,
localTime = Time.time,
position = position,
velocity = velocity,
rotation = rotation,
angularVelocity = angularVelocity
};
if (_bufferCount < BUFFER_SIZE) _bufferCount++;
}
void Update()
{
if (!_initialized || _bufferCount == 0) return;
// Render time = current time minus interpolation delay
float renderTime = Time.time - interpolationDelay;
// Build a sorted view of the buffer (oldest → newest by localTime)
// to safely find the two bracketing snapshots
int oldestIdx = (_newestIndex - _bufferCount + 1 + BUFFER_SIZE) % BUFFER_SIZE;
Snapshot older = default;
Snapshot newer = default;
bool found = false;
for (int i = 0; i < _bufferCount - 1; i++)
{
int idxA = (oldestIdx + i) % BUFFER_SIZE;
int idxB = (oldestIdx + i + 1) % BUFFER_SIZE;
if (_buffer[idxA].localTime <= renderTime && _buffer[idxB].localTime >= renderTime)
{
older = _buffer[idxA];
newer = _buffer[idxB];
found = true;
break;
}
}
Vector3 targetPos;
Quaternion targetRot;
if (found)
{
// Interpolate between the two bounding snapshots
float span = newer.localTime - older.localTime;
float t = span > 0.001f ? (renderTime - older.localTime) / span : 1f;
t = Mathf.Clamp01(t);
targetPos = Vector3.Lerp(older.position, newer.position, t);
targetRot = Quaternion.Slerp(older.rotation, newer.rotation, t);
}
else
{
// No bracketing pair found
var newest = _buffer[_newestIndex];
float elapsed = renderTime - newest.localTime;
if (elapsed < 0)
{
// Render time is earlier than all snapshots — use oldest, don't extrapolate backwards
targetPos = _buffer[oldestIdx].position;
targetRot = _buffer[oldestIdx].rotation;
}
else
{
// Extrapolate forward from newest, but with velocity damping
float extTime = Mathf.Min(elapsed, maxExtrapolation);
float dampFactor = 1f - Mathf.Clamp01(elapsed / (maxExtrapolation * 2f)); // fade to 0
targetPos = newest.position + newest.velocity * extTime * dampFactor;
targetRot = newest.rotation;
}
}
// Final smoothing layer: lerp from current position toward computed target
float dist = Vector3.Distance(transform.position, targetPos);
Vector3 newPos;
if (dist > snapDistance)
{
// Teleport for large distances (spawn, reconnect)
newPos = targetPos;
_currentRotation = targetRot;
}
else
{
float lerpT = 1f - Mathf.Exp(-smoothingSpeed * Time.deltaTime);
newPos = Vector3.Lerp(transform.position, targetPos, lerpT);
}
// Smooth rotation
float rotLerpT = 1f - Mathf.Exp(-rotationSpeed * Time.deltaTime);
_currentRotation = Quaternion.Slerp(_currentRotation, targetRot, rotLerpT);
// Use MovePosition/MoveRotation for proper collision detection
if (_rb != null)
{
_rb.MovePosition(newPos);
_rb.MoveRotation(_currentRotation);
}
else
{
transform.position = newPos;
transform.rotation = _currentRotation;
}
// Keep name label floating ABOVE the ball (world position, not local)
// Billboard: always face camera, locked to vertical axis
if (_nameLabelObj != null)
{
_nameLabelObj.transform.position = transform.position + Vector3.up * 1.5f;
var cam = Camera.main;
if (cam != null)
{
// Billboard locked to Y axis — only rotate around vertical
Vector3 lookDir = _nameLabelObj.transform.position - cam.transform.position;
lookDir.y = 0f; // Lock to horizontal plane
if (lookDir.sqrMagnitude > 0.001f)
_nameLabelObj.transform.rotation = Quaternion.LookRotation(lookDir);
}
}
}
private GameObject _nameLabelObj; // Keep reference for billboard update
private void CreateNameLabel()
{
GameObject labelObj = new GameObject("NameLabel");
// Do NOT parent to transform — ball rotation would spin the label
labelObj.transform.position = transform.position + Vector3.up * 1.5f;
labelObj.transform.localScale = Vector3.one * 0.1f;
_nameLabelObj = labelObj;
_nameLabel = labelObj.AddComponent<TextMesh>();
_nameLabel.text = PlayerName;
_nameLabel.fontSize = 144;
_nameLabel.characterSize = 0.15f;
_nameLabel.anchor = TextAnchor.MiddleCenter;
_nameLabel.alignment = TextAlignment.Center;
_nameLabel.color = Color.white;
var font = PlayerController.LabelFont;
if (font != null) _nameLabel.font = font;
var meshRenderer = _nameLabel.GetComponent<MeshRenderer>();
if (font != null && font.material != null)
meshRenderer.material = font.material;
else
{
var textShader = Shader.Find("GUI/Text Shader") ?? Shader.Find("Unlit/Texture");
if (textShader != null) meshRenderer.material = new Material(textShader);
}
}
/// <summary>Called by NetworkManager when the player's team or color changes (e.g. teams mode).</summary>
public void UpdateTeamColor(int team, Color serverColor)
{
// Only re-tint if the color actually changed significantly
if (PlayerColor == serverColor) return;
PlayerColor = serverColor;
var renderer = GetComponent<Renderer>();
if (renderer == null) return;
var mat = renderer.material;
if (mat.HasProperty("_BaseColor")) mat.SetColor("_BaseColor", serverColor);
else mat.color = serverColor;
// Update name label color to match team
if (_nameLabel != null)
{
_nameLabel.color = team == 1
? new Color(1f, 0.5f, 0.5f)
: team == 2
? new Color(0.5f, 0.7f, 1f)
: Color.white;
}
}
/// <summary>Show or hide this remote player (used when eliminated).</summary>
public void SetVisible(bool visible)
{
var renderer = GetComponent<Renderer>();
if (renderer != null) renderer.enabled = visible;
if (_nameLabelObj != null) _nameLabelObj.SetActive(visible);
// Disable physics interactions when hidden
var col = GetComponent<Collider>();
if (col != null) col.enabled = visible;
}
void OnDestroy()
{
if (_nameLabelObj != null) Destroy(_nameLabelObj);
Debug.Log($"[RemotePlayer] Destroyed: {PlayerName}");
}
}

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fileFormatVersion: 2
guid: d5f5ad6331ffe0d4491eab78cc3b0993

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using UnityEngine;
/// <summary>
/// Spectator camera that slowly orbits around the arena center while the player
/// is in the lobby (not yet connected). Automatically disables itself and yields
/// to the gameplay Cinemachine camera once the player joins.
/// Attach to a dedicated GameObject with a Camera component.
/// </summary>
[RequireComponent(typeof(Camera))]
public class SpectatorCamera : MonoBehaviour
{
[Header("Orbit Settings")]
[Tooltip("World-space point the camera orbits around")]
public Vector3 orbitCenter = Vector3.zero;
[Tooltip("Radius of the orbit circle")]
public float orbitRadius = 30f;
[Tooltip("Height above the orbit center")]
public float orbitHeight = 18f;
[Tooltip("Degrees per second")]
public float orbitSpeed = 12f;
[Tooltip("Downward pitch angle in degrees")]
public float pitchAngle = 30f;
// Internal
private float _angle;
private Camera _cam;
// Reference to the gameplay camera (CinemachineBrain) — set by LobbyUI
[HideInInspector] public Camera gameplayCamera;
void Awake()
{
_cam = GetComponent<Camera>();
_angle = Random.Range(0f, 360f); // start at random angle for variety
}
void LateUpdate()
{
_angle += orbitSpeed * Time.deltaTime;
if (_angle >= 360f) _angle -= 360f;
float rad = _angle * Mathf.Deg2Rad;
Vector3 pos = orbitCenter + new Vector3(
Mathf.Cos(rad) * orbitRadius,
orbitHeight,
Mathf.Sin(rad) * orbitRadius
);
transform.position = pos;
transform.LookAt(orbitCenter + Vector3.up * 2f);
}
/// <summary>
/// Switch to spectator view — enable this camera, disable gameplay camera.
/// </summary>
public void Activate()
{
_cam.enabled = true;
gameObject.SetActive(true);
// Disable the gameplay camera so we're the active one
if (gameplayCamera != null)
gameplayCamera.enabled = false;
}
/// <summary>
/// Switch back to gameplay view — disable this camera, enable gameplay camera.
/// </summary>
public void Deactivate()
{
_cam.enabled = false;
gameObject.SetActive(false);
// Re-enable the gameplay camera
if (gameplayCamera != null)
gameplayCamera.enabled = true;
}
}

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fileFormatVersion: 2
guid: 00ccf355f5f18234f9056c4ef6b82395

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fileFormatVersion: 2
guid: a40d9df5e429e614ca4f4ea42e4fa404
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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