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6 Commits
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| Author | SHA1 | Date | |
|---|---|---|---|
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| ec05fb8ddd | |||
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8
.gitignore
vendored
8
.gitignore
vendored
@@ -23,6 +23,14 @@ frontend/dist/
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||||
build/
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||||
nouveau_build/
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||||
build_mai/
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||||
last_build/
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||||
other_last_build/
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||||
very_last_build/
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||||
pretty_build/
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||||
schema_gen/
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||||
New folder/
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game/connectwebgl.zip
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game/webgl_sharing/
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||||
# Exception: frontend unity-build static assets (committed for deployment)
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||||
!frontend/public/unity-build/
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||||
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||||
159
README.md
Normal file
159
README.md
Normal file
@@ -0,0 +1,159 @@
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||||
<div align="center">
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||||
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||||
<h1>ROLL'D</h1>
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<p><strong>Browser-based marble MMO — multiplayer physics, real-time leaderboards, playable directly in your browser.</strong></p>
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||||
|
||||
<p>
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||||
<img src="https://img.shields.io/badge/Unity-6000.0-black?style=for-the-badge&logo=unity&logoColor=white" alt="Unity 6" />
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||||
<img src="https://img.shields.io/badge/WebGL-build-E34F26?style=for-the-badge&logo=webgl&logoColor=white" alt="WebGL" />
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||||
<img src="https://img.shields.io/badge/Colyseus-0.17-6C47FF?style=for-the-badge&logo=node.js&logoColor=white" alt="Colyseus" />
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||||
<img src="https://img.shields.io/badge/React-19-61DAFB?style=for-the-badge&logo=react&logoColor=black" alt="React" />
|
||||
<img src="https://img.shields.io/badge/Vite-5-646CFF?style=for-the-badge&logo=vite&logoColor=white" alt="Vite" />
|
||||
<img src="https://img.shields.io/badge/Tailwind_CSS-3-38BDF8?style=for-the-badge&logo=tailwindcss&logoColor=white" alt="Tailwind" />
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||||
</p>
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||||
|
||||
<p>
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||||
<a href="https://rolld.kerboul.me"><img src="https://img.shields.io/badge/Play_Now-rolld.kerboul.me-22c55e?style=for-the-badge&logo=googlechrome&logoColor=white" alt="Play Now" /></a>
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||||
</p>
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||||
|
||||
</div>
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||||
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||||
---
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||||
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## What is ROLL'D?
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ROLL'D is a multiplayer marble game that runs entirely in the browser via Unity WebGL. Players control a physics-based ball in a shared 3D arena, competing for distance, speed, and style. The game features real-time synchronisation at 60 Hz, in-game chat, and persistent leaderboards.
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No install. No account. Just open the page and roll.
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|
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---
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## Features
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- **Real-time multiplayer** - up to 20 players per room, 60 Hz state sync via Colyseus WebSockets
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- **Physics-based gameplay** - Unity Rigidbody, jump charge, gel pads (speed boosts), ball-to-ball bumps
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- **Room lobby** - browse open rooms, create your own, choose your colour and name
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- **In-game chat** - accessible in-game (T key) and on the dedicated website chat page
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- **Live leaderboards** - distance, max speed, jumps, bumps, playtime, updated every 30 seconds
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- **Spectator camera** - orbiting camera while in lobby or after disconnecting
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- **WebGL-native** - no plugins, no downloads, runs in Chrome/Firefox/Edge
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---
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## Architecture
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```
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rolld/
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├── game/ # Unity 6 project (WebGL build)
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│ └── Assets/Scripts/
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│ ├── Network/ # Colyseus SDK integration, schema, lobby UI
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│ ├── Stats/ # StatsTracker - periodic HTTP upload
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│ └── UI/ # IMGUI in-game HUD, chat, keybinds
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│
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├── rolld_backend/game/ # Colyseus 0.17 game server (Node.js)
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│ └── src/
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│ ├── rooms/ # ArenaRoom - game state machine
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│ ├── schema/ # Colyseus schema (Player + GameState)
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│ ├── stats/ # StatsManager - JSON persistence
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│ └── chat/ # ChatManager - in-memory history
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│
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└── frontend/ # React + Vite + Tailwind SPA
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└── src/
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├── pages/ # Home, Stats leaderboard, Chat
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└── components/ # NavBar, GameCanvas (Unity embed)
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```
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### Network flow
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```
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Browser
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└── Unity WebGL (GameCanvas iframe)
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└── Colyseus SDK (WebSocket wss://)
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└── ArenaRoom (Node.js)
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└── Broadcast state @60 Hz
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Browser
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└── React SPA
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└── REST API (HTTPS)
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├── GET /stats/leaderboard/:key
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├── GET /chat/history?since=
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└── POST /stats/update (from Unity every 30s)
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||||
```
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||||
|
||||
---
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||||
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||||
## Tech stack
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||||
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||||
| Layer | Technology |
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||||
|---|---|
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||||
| Game engine | Unity 6 LTS, C# |
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||||
| Multiplayer | Colyseus 0.17 (Node.js + WebSocket) |
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||||
| Frontend | React 19, Vite 5, Tailwind CSS 3 |
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||||
| Deployment | Docker, Coolify, nginx |
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||||
| Self-hosted | Proxmox LXC, Gitea, Traefik reverse proxy |
|
||||
|
||||
---
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||||
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||||
## Running locally
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||||
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||||
### Prerequisites
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||||
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||||
- Node.js 20+
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- Unity 6000.x (for game builds only)
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|
||||
### Game server
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||||
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||||
```bash
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cd rolld_backend/game
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npm install
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npm run dev
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```
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||||
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||||
Server starts on `ws://localhost:2567`.
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||||
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||||
### Frontend
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||||
|
||||
```bash
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cd frontend
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||||
npm install
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npm run dev
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||||
```
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||||
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||||
Open `http://localhost:5173`. The frontend points to the production game server by default - edit `src/pages/StatsPage.jsx` and `src/components/GameCanvas.jsx` to switch to localhost.
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||||
### Unity (optional)
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||||
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||||
Open `game/` in Unity 6. The server URL is hardcoded in `Assets/Scripts/Network/NetworkManager.cs`. Switch to `wss://game.rolld.kerboul.me` for prod or `ws://localhost:2567` for local testing.
|
||||
|
||||
---
|
||||
|
||||
## Controls
|
||||
|
||||
| Key | Action |
|
||||
|---|---|
|
||||
| WASD / Arrow keys | Move |
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||||
| Space (hold) | Charge jump |
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||||
| Space (release) | Jump |
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||||
| T | Open chat |
|
||||
| Escape | Close chat |
|
||||
| Tab | Show keybindings |
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||||
| Backtick (`) | Debug network info |
|
||||
|
||||
---
|
||||
|
||||
## Live deployment
|
||||
|
||||
<p>
|
||||
<img src="https://img.shields.io/badge/Frontend-rolld.kerboul.me-22c55e?style=flat-square&logo=nginx&logoColor=white" alt="Frontend" />
|
||||
<img src="https://img.shields.io/badge/Game_server-game.rolld.kerboul.me-6C47FF?style=flat-square&logo=node.js&logoColor=white" alt="Game server" />
|
||||
<img src="https://img.shields.io/badge/Self_hosted-Proxmox_homelab-E57000?style=flat-square&logo=proxmox&logoColor=white" alt="Self-hosted" />
|
||||
</p>
|
||||
|
||||
The stack runs on a self-hosted Proxmox homelab cluster. Coolify handles container orchestration and auto-deployment on git push. Traefik manages HTTPS termination.
|
||||
|
||||
---
|
||||
|
||||
## Licence
|
||||
|
||||
MIT - do whatever you want with it.
|
||||
@@ -1,2 +0,0 @@
|
||||
# Unity WebGL build goes here
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||||
Place your Unity WebGL build files in a `Build/` subfolder.
|
||||
Binary file not shown.
File diff suppressed because one or more lines are too long
BIN
frontend/public/unity-build/Build/pretty_build.data
Normal file
BIN
frontend/public/unity-build/Build/pretty_build.data
Normal file
Binary file not shown.
57
frontend/public/unity-build/Build/pretty_build.framework.js
Normal file
57
frontend/public/unity-build/Build/pretty_build.framework.js
Normal file
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
Binary file not shown.
@@ -52,12 +52,12 @@
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||||
}
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||||
|
||||
var buildUrl = "Build";
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||||
var loaderUrl = buildUrl + "/nouveau_build.loader.js";
|
||||
var loaderUrl = buildUrl + "/pretty_build.loader.js";
|
||||
var config = {
|
||||
arguments: [],
|
||||
dataUrl: buildUrl + "/nouveau_build.data",
|
||||
frameworkUrl: buildUrl + "/nouveau_build.framework.js",
|
||||
codeUrl: buildUrl + "/nouveau_build.wasm",
|
||||
dataUrl: buildUrl + "/pretty_build.data",
|
||||
frameworkUrl: buildUrl + "/pretty_build.framework.js",
|
||||
codeUrl: buildUrl + "/pretty_build.wasm",
|
||||
streamingAssetsUrl: "StreamingAssets",
|
||||
companyName: "DefaultCompany",
|
||||
productName: "BallProject",
|
||||
|
||||
@@ -3,8 +3,8 @@ import { useState, useEffect, useCallback } from 'react'
|
||||
// Check if Unity build files exist
|
||||
const UNITY_BUILD_PATH = '/unity-build/Build'
|
||||
// Cache-busting version — update this after each Unity build
|
||||
const UNITY_BUILD_VERSION = '20260517b'
|
||||
const BUILD_PREFIX = 'build_mai'
|
||||
const UNITY_BUILD_VERSION = '20260520c'
|
||||
const BUILD_PREFIX = 'pretty_build'
|
||||
const LOADER_URL = `${UNITY_BUILD_PATH}/${BUILD_PREFIX}.loader.js?v=${UNITY_BUILD_VERSION}`
|
||||
|
||||
|
||||
|
||||
@@ -4,16 +4,17 @@ import { theme } from '../env'
|
||||
const SERVER = 'https://game.rolld.kerboul.me'
|
||||
|
||||
const TABS = [
|
||||
{ key: 'totalDistance', label: 'Distance', unit: 'm', format: v => Math.round(v).toLocaleString('fr-FR') },
|
||||
{ key: 'maxSpeed', label: 'Vitesse max', unit: 'm/s', format: v => v.toFixed(1) },
|
||||
{ key: 'totalJumps', label: 'Sauts', unit: '', format: v => v.toLocaleString('fr-FR') },
|
||||
{ key: 'bestRaceTime', label: 'Meilleur temps', unit: '', format: v => {
|
||||
const m = Math.floor(v / 60)
|
||||
const s = (v % 60).toFixed(2).padStart(5, '0')
|
||||
return `${m}:${s}`
|
||||
{ key: 'totalDistance', label: 'Distance', unit: 'm', format: v => Math.round(v ?? 0).toLocaleString('fr-FR') },
|
||||
{ key: 'maxSpeed', label: 'Vitesse max', unit: 'm/s', format: v => (v ?? 0).toFixed(1) },
|
||||
{ key: 'totalJumps', label: 'Sauts', unit: '', format: v => (v ?? 0).toLocaleString('fr-FR') },
|
||||
{ key: 'bumpsGiven', label: 'Bumps', unit: '', format: v => (v ?? 0).toLocaleString('fr-FR') },
|
||||
{ key: 'totalPlaytime',label: 'Temps de jeu',unit: '', format: v => {
|
||||
const total = Math.round(v ?? 0)
|
||||
const h = Math.floor(total / 3600)
|
||||
const m = Math.floor((total % 3600) / 60)
|
||||
const s = total % 60
|
||||
return h > 0 ? `${h}h ${m}m` : `${m}m ${s}s`
|
||||
}},
|
||||
{ key: 'racesPlayed', label: 'Courses', unit: '', format: v => v.toLocaleString('fr-FR') },
|
||||
{ key: 'bumpsGiven', label: 'Bumps', unit: '', format: v => v.toLocaleString('fr-FR') },
|
||||
]
|
||||
|
||||
export default function StatsPage() {
|
||||
@@ -38,6 +39,7 @@ export default function StatsPage() {
|
||||
}, [])
|
||||
|
||||
useEffect(() => {
|
||||
setRows([])
|
||||
fetchLeaderboard(activeTab)
|
||||
const id = setInterval(() => fetchLeaderboard(activeTab), 30_000)
|
||||
return () => clearInterval(id)
|
||||
@@ -124,7 +126,7 @@ export default function StatsPage() {
|
||||
{row.name}
|
||||
</td>
|
||||
<td className="px-6 py-4 text-right font-mono text-sm" style={{ color: theme.accentLight }}>
|
||||
{currentTab.format(row[activeTab])}
|
||||
{currentTab.format(row.value)}
|
||||
{currentTab.unit && <span className="text-rolld-muted ml-1">{currentTab.unit}</span>}
|
||||
</td>
|
||||
</tr>
|
||||
|
||||
@@ -1,15 +0,0 @@
|
||||
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m_Bounciness: 0.74
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|
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|
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|
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|
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|
||||
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||||
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|
||||
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|
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|
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|
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|
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|
||||
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||||
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|
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|
||||
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|
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|
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|
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|
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|
||||
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|
||||
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|
||||
PerformJump(jumpForceFactor * JumpForce);
|
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|
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|
||||
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|
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|
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|
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|
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|
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|
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@@ -424,75 +408,30 @@ public class PlayerController : MonoBehaviour
|
||||
|
||||
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|
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{
|
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|
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|
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Debug.Log("Forward Action Started");
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Debug.Log("Forward Action Canceled");
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|
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}
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public void OnBackwards(InputAction.CallbackContext context)
|
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{
|
||||
if (context.started)
|
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{
|
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isBackwardsHeld = true;
|
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Debug.Log("Backwards Action Started");
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{
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Debug.Log("Backwards Action Performed");
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Debug.Log("Backwards Action Canceled");
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if (ChatUI.IsVisible) { isBackwardsHeld = false; return; }
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if (context.started) isBackwardsHeld = true;
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else if (context.canceled) isBackwardsHeld = false;
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public void OnLeft(InputAction.CallbackContext context)
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{
|
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if (context.started)
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{
|
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isLeftHeld = true;
|
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Debug.Log("Left Action Started");
|
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}
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else if (context.performed)
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{
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Debug.Log("Left Action Performed");
|
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}
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else if (context.canceled)
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{
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isLeftHeld = false;
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Debug.Log("Left Action Canceled");
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}
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if (ChatUI.IsVisible) { isLeftHeld = false; return; }
|
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if (context.started) isLeftHeld = true;
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else if (context.canceled) isLeftHeld = false;
|
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}
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public void OnRight(InputAction.CallbackContext context)
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{
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if (context.started)
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{
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isRightHeld = true;
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Debug.Log("Right Action Started");
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}
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else if (context.performed)
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{
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Debug.Log("Right Action Performed");
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}
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else if (context.canceled)
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{
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isRightHeld = false;
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Debug.Log("Right Action Canceled");
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if (ChatUI.IsVisible) { isRightHeld = false; return; }
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if (context.started) isRightHeld = true;
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else if (context.canceled) isRightHeld = false;
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}
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// --- Bump collision with remote players ---
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||||
@@ -510,6 +449,9 @@ public class PlayerController : MonoBehaviour
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{
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var remote = other.GetComponent<RemotePlayerController>();
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if (remote == null) return;
|
||||
// Ignore bumps during the remote's post-spawn grace window — otherwise
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// spawn-time overlap with the kinematic remote ball ejects us upward.
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if (!remote.BumpReady) return;
|
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int id = other.gameObject.GetInstanceID();
|
||||
if (_lastBumpTime.TryGetValue(id, out float lastTime) && Time.time - lastTime < bumpCooldown)
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@@ -564,6 +506,16 @@ public class PlayerController : MonoBehaviour
|
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_isSquashing = false;
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}
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public void ResetInputs()
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{
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isForwardHeld = false;
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isBackwardsHeld = false;
|
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isLeftHeld = false;
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isRightHeld = false;
|
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isJumpPressed = false;
|
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jumpPressTime = 0f;
|
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}
|
||||
|
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void OnDestroy()
|
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{
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// Clean up name label (it's not parented to the ball)
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|
||||
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||||
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text:
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linkText: Read more about URP
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url: https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest
|
||||
- heading: Forums
|
||||
text:
|
||||
linkText: Get answers and support
|
||||
url: https://forum.unity.com/forums/universal-render-pipeline.383/
|
||||
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|
||||
text:
|
||||
linkText: Submit a report
|
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File diff suppressed because one or more lines are too long
@@ -29,7 +29,9 @@ public class CameraOrbitKeyboard : MonoBehaviour
|
||||
{
|
||||
// On gère la souris nous-mêmes
|
||||
if (_axisController != null) _axisController.enabled = false;
|
||||
LockCursor();
|
||||
// Only lock cursor if no UI panel is open
|
||||
if (!ChatUI.IsVisible && !KeyBindingUI.IsVisible)
|
||||
LockCursor();
|
||||
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|
||||
|
||||
void OnDisable()
|
||||
@@ -55,16 +57,16 @@ public class CameraOrbitKeyboard : MonoBehaviour
|
||||
|
||||
var mouse = Mouse.current;
|
||||
|
||||
// Clic droit = toggle lock
|
||||
if (mouse != null && mouse.rightButton.wasPressedThisFrame)
|
||||
// Right-click unlocks, left-click re-locks (consistent with PlayerController)
|
||||
if (!ChatUI.IsVisible && !KeyBindingUI.IsVisible && mouse != null)
|
||||
{
|
||||
if (Cursor.lockState == CursorLockMode.Locked)
|
||||
if (Cursor.lockState == CursorLockMode.Locked && mouse.rightButton.wasPressedThisFrame)
|
||||
UnlockCursor();
|
||||
else
|
||||
else if (Cursor.lockState != CursorLockMode.Locked && mouse.leftButton.wasPressedThisFrame)
|
||||
LockCursor();
|
||||
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|
||||
|
||||
if (KeyBindingUI.IsVisible) return;
|
||||
if (KeyBindingUI.IsVisible || ChatUI.IsVisible) return;
|
||||
|
||||
// Souris — seulement quand locked (delta infini, sans accrochage au bord)
|
||||
if (Cursor.lockState == CursorLockMode.Locked && mouse != null)
|
||||
|
||||
43
game/Assets/Scripts/Network/Generated/GameState.cs
Normal file
43
game/Assets/Scripts/Network/Generated/GameState.cs
Normal file
@@ -0,0 +1,43 @@
|
||||
//
|
||||
// THIS FILE HAS BEEN GENERATED AUTOMATICALLY
|
||||
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|
||||
//
|
||||
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|
||||
//
|
||||
|
||||
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|
||||
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|
||||
using UnityEngine.Scripting;
|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
|
||||
[Type(5, "int8")]
|
||||
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|
||||
|
||||
[Type(6, "string")]
|
||||
public string gameMode = default(string);
|
||||
|
||||
[Type(7, "string")]
|
||||
public string winnerName = default(string);
|
||||
}
|
||||
}
|
||||
2
game/Assets/Scripts/Network/Generated/GameState.cs.meta
Normal file
2
game/Assets/Scripts/Network/Generated/GameState.cs.meta
Normal file
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|
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fileFormatVersion: 2
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85
game/Assets/Scripts/Network/Generated/Player.cs
Normal file
85
game/Assets/Scripts/Network/Generated/Player.cs
Normal file
@@ -0,0 +1,85 @@
|
||||
//
|
||||
// THIS FILE HAS BEEN GENERATED AUTOMATICALLY
|
||||
// DO NOT CHANGE IT MANUALLY UNLESS YOU KNOW WHAT YOU'RE DOING
|
||||
//
|
||||
// GENERATED USING @colyseus/schema 4.0.15
|
||||
//
|
||||
|
||||
using Colyseus.Schema;
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
using UnityEngine.Scripting;
|
||||
#endif
|
||||
|
||||
namespace RolldSchema {
|
||||
public partial class Player : Schema {
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
[Preserve]
|
||||
#endif
|
||||
public Player() { }
|
||||
[Type(0, "float32")]
|
||||
public float x = default(float);
|
||||
|
||||
[Type(1, "float32")]
|
||||
public float y = default(float);
|
||||
|
||||
[Type(2, "float32")]
|
||||
public float z = default(float);
|
||||
|
||||
[Type(3, "float32")]
|
||||
public float vx = default(float);
|
||||
|
||||
[Type(4, "float32")]
|
||||
public float vy = default(float);
|
||||
|
||||
[Type(5, "float32")]
|
||||
public float vz = default(float);
|
||||
|
||||
[Type(6, "float32")]
|
||||
public float rx = default(float);
|
||||
|
||||
[Type(7, "float32")]
|
||||
public float ry = default(float);
|
||||
|
||||
[Type(8, "float32")]
|
||||
public float rz = default(float);
|
||||
|
||||
[Type(9, "float32")]
|
||||
public float rw = default(float);
|
||||
|
||||
[Type(10, "float64")]
|
||||
public double t = default(double);
|
||||
|
||||
[Type(11, "string")]
|
||||
public string name = default(string);
|
||||
|
||||
[Type(12, "float32")]
|
||||
public float colorR = default(float);
|
||||
|
||||
[Type(13, "float32")]
|
||||
public float colorG = default(float);
|
||||
|
||||
[Type(14, "float32")]
|
||||
public float colorB = default(float);
|
||||
|
||||
[Type(15, "float32")]
|
||||
public float avx = default(float);
|
||||
|
||||
[Type(16, "float32")]
|
||||
public float avy = default(float);
|
||||
|
||||
[Type(17, "float32")]
|
||||
public float avz = default(float);
|
||||
|
||||
[Type(18, "boolean")]
|
||||
public bool isEliminated = default(bool);
|
||||
|
||||
[Type(19, "boolean")]
|
||||
public bool isQualified = default(bool);
|
||||
|
||||
[Type(20, "boolean")]
|
||||
public bool isReady = default(bool);
|
||||
|
||||
[Type(21, "int8")]
|
||||
public sbyte checkpointIndex = default(sbyte);
|
||||
}
|
||||
}
|
||||
2
game/Assets/Scripts/Network/Generated/Player.cs.meta
Normal file
2
game/Assets/Scripts/Network/Generated/Player.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1d8173f164ec47946a28c13d9638d8cf
|
||||
@@ -5,6 +5,7 @@ using UnityEngine;
|
||||
using UnityEngine.Networking;
|
||||
using Colyseus;
|
||||
using Colyseus.Schema;
|
||||
using RolldSchema;
|
||||
|
||||
/// <summary>
|
||||
/// Singleton managing the Colyseus connection, room lifecycle, remote player spawning,
|
||||
@@ -70,8 +71,8 @@ public class NetworkManager : MonoBehaviour
|
||||
|
||||
// --- Internals ---
|
||||
private Client _client;
|
||||
private Room<NetworkState> _room;
|
||||
private StateCallbackStrategy<NetworkState> _callbacks;
|
||||
private Room<GameState> _room;
|
||||
private StateCallbackStrategy<GameState> _callbacks;
|
||||
private readonly Dictionary<string, RemotePlayerController> _remotePlayers = new();
|
||||
private float _broadcastTimer;
|
||||
private const float BROADCAST_INTERVAL = 0.01667f; // ~60/sec
|
||||
@@ -111,7 +112,7 @@ public class NetworkManager : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
public NetworkPlayer GetLocalPlayerState()
|
||||
public Player GetLocalPlayerState()
|
||||
{
|
||||
if (_room == null || _room.State.players == null || string.IsNullOrEmpty(LocalSessionId)) return null;
|
||||
_room.State.players.TryGetValue(LocalSessionId, out var player);
|
||||
@@ -154,6 +155,7 @@ public class NetworkManager : MonoBehaviour
|
||||
_callbacks.OnRemove(state => state.players, (key, player) => OnPlayerRemove(key, player));
|
||||
_callbacks.Listen(state => state.phase, (v, _) => _OnPhaseChanged(v));
|
||||
_callbacks.Listen(state => state.countdown, (v, _) => OnCountdownChanged?.Invoke(v));
|
||||
_callbacks.Listen(state => state.playersAlive, (newVal, oldVal) => { if (GameHUD.Instance != null) GameHUD.Instance.SetPlayersAlive((int)newVal); });
|
||||
|
||||
_room.OnMessage<EliminatedMsg>("eliminated", msg => { OnEliminated?.Invoke(msg.sessionId, msg.reason); });
|
||||
_room.OnMessage<QualifiedMsg> ("qualified", msg => { OnQualified?.Invoke(msg.sessionId); });
|
||||
@@ -163,6 +165,13 @@ public class NetworkManager : MonoBehaviour
|
||||
_room.OnMessage<ChatUI.ChatMessage>("chat", msg => { ChatUI.Instance?.ReceiveChatMessage(msg); });
|
||||
_room.OnLeave += OnRoomLeave;
|
||||
|
||||
// Seed players already present in the room (state decoded before callbacks were registered)
|
||||
if (_room.State.players != null)
|
||||
{
|
||||
foreach (var key in _room.State.players.Keys)
|
||||
OnPlayerAdd((string)key, (Player)_room.State.players[key]);
|
||||
}
|
||||
|
||||
OnConnected?.Invoke();
|
||||
}
|
||||
|
||||
@@ -182,7 +191,7 @@ public class NetworkManager : MonoBehaviour
|
||||
PrepareJoin(playerName, color);
|
||||
try
|
||||
{
|
||||
_room = await _client.JoinOrCreate<NetworkState>("arena", BuildJoinOptions(playerName, color));
|
||||
_room = await _client.JoinOrCreate<GameState>("arena", BuildJoinOptions(playerName, color));
|
||||
FinishJoin();
|
||||
}
|
||||
catch (Exception e) { HandleJoinError(e); }
|
||||
@@ -195,7 +204,7 @@ public class NetworkManager : MonoBehaviour
|
||||
PrepareJoin(playerName, color);
|
||||
try
|
||||
{
|
||||
_room = await _client.JoinById<NetworkState>(roomId, BuildJoinOptions(playerName, color));
|
||||
_room = await _client.JoinById<GameState>(roomId, BuildJoinOptions(playerName, color));
|
||||
FinishJoin();
|
||||
}
|
||||
catch (Exception e) { HandleJoinError(e); }
|
||||
@@ -210,7 +219,7 @@ public class NetworkManager : MonoBehaviour
|
||||
{
|
||||
var opts = BuildJoinOptions(playerName, color);
|
||||
if (roomName != null) opts["roomName"] = roomName;
|
||||
_room = await _client.Create<NetworkState>("arena", opts);
|
||||
_room = await _client.Create<GameState>("arena", opts);
|
||||
FinishJoin();
|
||||
}
|
||||
catch (Exception e) { HandleJoinError(e); }
|
||||
@@ -251,17 +260,20 @@ public class NetworkManager : MonoBehaviour
|
||||
OnPhaseChanged?.Invoke(phase);
|
||||
}
|
||||
|
||||
private void OnPlayerAdd(string sessionId, NetworkPlayer player)
|
||||
private void OnPlayerAdd(string sessionId, Player player)
|
||||
{
|
||||
Debug.Log($"[Network] Player joined: {sessionId} ({player.name})");
|
||||
PlayerCount = _room.State.players?.Count ?? 0;
|
||||
|
||||
if (sessionId == LocalSessionId) return;
|
||||
if (_remotePlayers.ContainsKey(sessionId)) return; // prevent duplicate spawn
|
||||
|
||||
if (remotePlayerPrefab != null)
|
||||
{
|
||||
Vector3 spawnPos = new Vector3(player.x, player.y, player.z);
|
||||
GameObject remoteBall = Instantiate(remotePlayerPrefab, spawnPos, Quaternion.identity);
|
||||
GameObject remoteBall = remotePlayerPrefab != null
|
||||
? Instantiate(remotePlayerPrefab, spawnPos, Quaternion.identity)
|
||||
: GameObject.CreatePrimitive(PrimitiveType.Sphere);
|
||||
remoteBall.transform.position = spawnPos;
|
||||
remoteBall.name = $"RemotePlayer_{player.name}_{sessionId[..6]}";
|
||||
|
||||
var controller = remoteBall.GetComponent<RemotePlayerController>()
|
||||
@@ -277,7 +289,7 @@ public class NetworkManager : MonoBehaviour
|
||||
OnPlayerJoined?.Invoke(sessionId);
|
||||
}
|
||||
|
||||
private void OnPlayerRemove(string sessionId, NetworkPlayer player)
|
||||
private void OnPlayerRemove(string sessionId, Player player)
|
||||
{
|
||||
Debug.Log($"[Network] Player left: {sessionId}");
|
||||
PlayerCount = _room.State.players?.Count ?? 0;
|
||||
@@ -292,7 +304,7 @@ public class NetworkManager : MonoBehaviour
|
||||
OnPlayerLeft?.Invoke(sessionId);
|
||||
}
|
||||
|
||||
private void OnPlayerChange(string sessionId, NetworkPlayer player)
|
||||
private void OnPlayerChange(string sessionId, Player player)
|
||||
{
|
||||
if (sessionId == LocalSessionId) return;
|
||||
|
||||
|
||||
@@ -1,43 +0,0 @@
|
||||
using Colyseus.Schema;
|
||||
|
||||
// Must match server-side defineTypes field order exactly
|
||||
public partial class NetworkPlayer : Schema
|
||||
{
|
||||
[Type(0, "float32")] public float x = 0;
|
||||
[Type(1, "float32")] public float y = 5;
|
||||
[Type(2, "float32")] public float z = 0;
|
||||
[Type(3, "float32")] public float vx = 0;
|
||||
[Type(4, "float32")] public float vy = 0;
|
||||
[Type(5, "float32")] public float vz = 0;
|
||||
[Type(6, "float32")] public float rx = 0;
|
||||
[Type(7, "float32")] public float ry = 0;
|
||||
[Type(8, "float32")] public float rz = 0;
|
||||
[Type(9, "float32")] public float rw = 1;
|
||||
[Type(10, "float64")] public double t = 0;
|
||||
[Type(11, "string")] public string name = "";
|
||||
[Type(12, "float32")] public float colorR = 1;
|
||||
[Type(13, "float32")] public float colorG = 1;
|
||||
[Type(14, "float32")] public float colorB = 1;
|
||||
[Type(15, "float32")] public float avx = 0;
|
||||
[Type(16, "float32")] public float avy = 0;
|
||||
[Type(17, "float32")] public float avz = 0;
|
||||
// Game state — order must match server defineTypes exactly
|
||||
[Type(18, "boolean")] public bool isEliminated = false;
|
||||
[Type(19, "boolean")] public bool isQualified = false;
|
||||
[Type(20, "boolean")] public bool isReady = false;
|
||||
[Type(21, "int8")] public int checkpointIndex = 0;
|
||||
}
|
||||
|
||||
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, "string")] public string winnerName = "";
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0ce16348bc0580b49860d9bd80e7bec0
|
||||
@@ -24,10 +24,16 @@ public class RemotePlayerController : MonoBehaviour
|
||||
[Tooltip("Rotation slerp speed")]
|
||||
public float rotationSpeed = 24f;
|
||||
|
||||
[Header("Spawn")]
|
||||
[Tooltip("Seconds after spawn during which this remote ignores local bump interactions (avoids upward eject if balls overlap at spawn).")]
|
||||
public float spawnBumpGrace = 1.5f;
|
||||
|
||||
// Public info
|
||||
public string SessionId { get; private set; }
|
||||
public string PlayerName { get; private set; }
|
||||
public Color PlayerColor { get; private set; }
|
||||
public float SpawnTime { get; private set; }
|
||||
public bool BumpReady => Time.time - SpawnTime > spawnBumpGrace;
|
||||
|
||||
// --- Snapshot buffer ---
|
||||
private struct Snapshot
|
||||
@@ -61,6 +67,7 @@ public class RemotePlayerController : MonoBehaviour
|
||||
SessionId = sessionId;
|
||||
PlayerName = playerName;
|
||||
PlayerColor = color;
|
||||
SpawnTime = Time.time;
|
||||
_currentRotation = transform.rotation;
|
||||
_bufferCount = 0;
|
||||
_initialized = true;
|
||||
@@ -99,12 +106,17 @@ public class RemotePlayerController : MonoBehaviour
|
||||
|
||||
// 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;
|
||||
_solidCollider = GetComponent<SphereCollider>();
|
||||
float baseRadius = _solidCollider != null ? _solidCollider.radius : 0.5f;
|
||||
var trigger = gameObject.AddComponent<SphereCollider>();
|
||||
trigger.isTrigger = true;
|
||||
trigger.radius = baseRadius * 1.15f; // 15% larger
|
||||
|
||||
// During the spawn grace window, disable the SOLID collider so the kinematic
|
||||
// remote can't physically eject an overlapping local player at spawn.
|
||||
// (The trigger stays — bump detection is gated by BumpReady in PlayerController.)
|
||||
if (_solidCollider != null) _solidCollider.enabled = false;
|
||||
|
||||
// Disable any player input on remote balls
|
||||
var playerInput = GetComponent<UnityEngine.InputSystem.PlayerInput>();
|
||||
if (playerInput != null)
|
||||
@@ -114,12 +126,16 @@ public class RemotePlayerController : MonoBehaviour
|
||||
if (playerController != null)
|
||||
playerController.enabled = false;
|
||||
|
||||
// Create floating name label
|
||||
// Create floating name label + speed trail
|
||||
CreateNameLabel();
|
||||
CreateTrail(color);
|
||||
|
||||
Debug.Log($"[RemotePlayer] Initialized: {playerName} ({sessionId[..6]}) color={color}");
|
||||
}
|
||||
|
||||
private SphereCollider _solidCollider;
|
||||
private bool _solidReenabled;
|
||||
|
||||
/// <summary>
|
||||
/// Called by NetworkManager when a state update arrives from the server.
|
||||
/// Pushes a new snapshot into the interpolation buffer.
|
||||
@@ -149,7 +165,16 @@ public class RemotePlayerController : MonoBehaviour
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (!_initialized || _bufferCount == 0) return;
|
||||
if (!_initialized) return;
|
||||
|
||||
// Re-enable the solid collider once the grace window has elapsed.
|
||||
if (!_solidReenabled && BumpReady && _solidCollider != null)
|
||||
{
|
||||
_solidCollider.enabled = true;
|
||||
_solidReenabled = true;
|
||||
}
|
||||
|
||||
if (_bufferCount == 0) return;
|
||||
|
||||
// Render time = current time minus interpolation delay
|
||||
float renderTime = Time.time - interpolationDelay;
|
||||
@@ -248,15 +273,37 @@ public class RemotePlayerController : MonoBehaviour
|
||||
if (cam != null)
|
||||
{
|
||||
Vector3 lookDir = cam.transform.position - _nameLabelObj.transform.position;
|
||||
float camDist = lookDir.magnitude;
|
||||
lookDir.y = 0f;
|
||||
if (lookDir.sqrMagnitude > 0.001f)
|
||||
_nameLabelObj.transform.rotation = Quaternion.LookRotation(lookDir);
|
||||
|
||||
// Distance-based scale: keeps the pseudo readable when players are far apart.
|
||||
// Below 8 m → base size; above → grows linearly, capped at 8× to avoid screen takeover.
|
||||
float scaleFactor = Mathf.Clamp(camDist / 8f, 1f, 8f);
|
||||
_nameLabelObj.transform.localScale = Vector3.one * (0.1f * scaleFactor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private GameObject _nameLabelObj; // Keep reference for billboard update
|
||||
|
||||
private void CreateTrail(Color playerColor)
|
||||
{
|
||||
var trail = GetComponent<TrailRenderer>() ?? gameObject.AddComponent<TrailRenderer>();
|
||||
trail.time = 0.4f;
|
||||
trail.startWidth = 0.3f;
|
||||
trail.endWidth = 0.02f;
|
||||
trail.minVertexDistance = 0.1f;
|
||||
trail.autodestruct = false;
|
||||
trail.emitting = true;
|
||||
trail.material = new Material(Shader.Find("Sprites/Default"));
|
||||
// Use the player's chosen color so each remote has a visually distinct trail
|
||||
// (lobby presets avoid orange, so it never clashes with the local player's orange trail).
|
||||
trail.startColor = new Color(playerColor.r, playerColor.g, playerColor.b, 0.7f);
|
||||
trail.endColor = new Color(playerColor.r, playerColor.g, playerColor.b, 0f);
|
||||
}
|
||||
|
||||
private void CreateNameLabel()
|
||||
{
|
||||
GameObject labelObj = new GameObject("NameLabel");
|
||||
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5bf5e078a2ee9ed4fa95eacab5753f3a
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6d1f3d6aaca8e97498f40d827f7c5216
|
||||
@@ -4,41 +4,40 @@ using UnityEngine;
|
||||
using UnityEngine.Networking;
|
||||
|
||||
/// <summary>
|
||||
/// Tracks per-session and per-round player statistics and uploads them to the game server.
|
||||
/// All HTTP calls use UnityWebRequest coroutines (WebGL-safe, no async/await).
|
||||
/// Tracks player statistics and uploads them to the game server every 30s + on disconnect.
|
||||
/// No dependency on round events — works even if Colyseus callbacks are broken.
|
||||
/// </summary>
|
||||
public class StatsTracker : MonoBehaviour
|
||||
{
|
||||
public static StatsTracker Instance { get; private set; }
|
||||
|
||||
private const string SERVER_URL = "https://game.rolld.kerboul.me";
|
||||
private const string SERVER_URL = "https://game.rolld.kerboul.me";
|
||||
private const float SEND_INTERVAL = 30f;
|
||||
private const float MIN_SEND_INTERVAL = 6f; // juste au-dessus du rate-limit serveur (5s)
|
||||
|
||||
// Cumulative session stats (accumulate across rounds)
|
||||
// Cumulative stats
|
||||
private float _totalDistance;
|
||||
private int _totalJumps;
|
||||
private float _maxSpeed;
|
||||
private int _racesPlayed;
|
||||
private int _qualifications;
|
||||
private int _eliminations;
|
||||
private int _bumpsGiven;
|
||||
private float _totalPlaytime;
|
||||
|
||||
// Per-round deltas (reset after each send)
|
||||
private float _roundDistance;
|
||||
private float _roundMaxSpeed;
|
||||
// Playtime
|
||||
private float _sessionStart;
|
||||
private float _playtimeSentSoFar; // how much playtime we already sent
|
||||
|
||||
// Tracking
|
||||
private Vector3 _lastPos;
|
||||
private bool _trackingActive;
|
||||
private bool _tracking;
|
||||
private string _cachedName = "";
|
||||
private float _lastSentTime = -999f;
|
||||
|
||||
private PlayerController _pc;
|
||||
private Rigidbody _rb;
|
||||
private Rigidbody _rb;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (Instance != null && Instance != this) { Destroy(gameObject); return; }
|
||||
Instance = this;
|
||||
_sessionStart = Time.time;
|
||||
}
|
||||
|
||||
void Start()
|
||||
@@ -49,11 +48,7 @@ public class StatsTracker : MonoBehaviour
|
||||
var nm = NetworkManager.Instance;
|
||||
if (nm != null)
|
||||
{
|
||||
nm.OnRoundStart += OnRoundStart;
|
||||
nm.OnRoundEnd += OnRoundEnd;
|
||||
nm.OnQualified += OnQualified;
|
||||
nm.OnEliminated += OnEliminated;
|
||||
nm.OnConnected += OnConnected;
|
||||
nm.OnConnected += OnConnected;
|
||||
nm.OnDisconnected += OnDisconnected;
|
||||
}
|
||||
}
|
||||
@@ -63,123 +58,90 @@ public class StatsTracker : MonoBehaviour
|
||||
var nm = NetworkManager.Instance;
|
||||
if (nm != null)
|
||||
{
|
||||
nm.OnRoundStart -= OnRoundStart;
|
||||
nm.OnRoundEnd -= OnRoundEnd;
|
||||
nm.OnQualified -= OnQualified;
|
||||
nm.OnEliminated -= OnEliminated;
|
||||
nm.OnConnected -= OnConnected;
|
||||
nm.OnConnected -= OnConnected;
|
||||
nm.OnDisconnected -= OnDisconnected;
|
||||
}
|
||||
}
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
if (!_trackingActive || _rb == null || _pc == null || !_pc.enabled) return;
|
||||
if (!_tracking || _rb == null) return;
|
||||
|
||||
Vector3 pos = transform.position;
|
||||
float delta = Vector3.Distance(pos, _lastPos);
|
||||
if (delta < 20f) // sanity cap against teleports
|
||||
{
|
||||
_roundDistance += delta;
|
||||
_totalDistance += delta;
|
||||
}
|
||||
Vector3 pos = transform.position;
|
||||
float delta = Vector3.Distance(pos, _lastPos);
|
||||
if (delta < 20f) // filtre téléportations
|
||||
_totalDistance += delta;
|
||||
_lastPos = pos;
|
||||
|
||||
float speed = _rb.linearVelocity.magnitude;
|
||||
if (speed > _roundMaxSpeed) _roundMaxSpeed = speed;
|
||||
if (speed > _maxSpeed) _maxSpeed = speed;
|
||||
if (speed > _maxSpeed) _maxSpeed = speed;
|
||||
}
|
||||
|
||||
// ─── Public hooks ────────────────────────────────────────────────────
|
||||
// ─── Public hooks ─────────────────────────────────────────────────────
|
||||
|
||||
public void RegisterJump()
|
||||
{
|
||||
_totalJumps++;
|
||||
}
|
||||
public void RegisterJump() => _totalJumps++;
|
||||
public void RegisterBump() => _bumpsGiven++;
|
||||
|
||||
public void RegisterBump()
|
||||
{
|
||||
_bumpsGiven++;
|
||||
}
|
||||
|
||||
// ─── Event handlers ──────────────────────────────────────────────────
|
||||
// ─── Connection events ────────────────────────────────────────────────
|
||||
|
||||
private void OnConnected()
|
||||
{
|
||||
_cachedName = NetworkManager.Instance?.LocalPlayerName ?? "";
|
||||
_lastPos = transform.position;
|
||||
_trackingActive = true;
|
||||
_cachedName = NetworkManager.Instance?.LocalPlayerName ?? "";
|
||||
_lastPos = transform.position;
|
||||
_sessionStart = Time.time;
|
||||
_tracking = true;
|
||||
StartCoroutine(PeriodicSend());
|
||||
}
|
||||
|
||||
private void OnDisconnected()
|
||||
{
|
||||
_trackingActive = false;
|
||||
_totalPlaytime += Time.time - _sessionStart;
|
||||
SendStats(); // best-effort on disconnect
|
||||
_tracking = false;
|
||||
StopAllCoroutines();
|
||||
SendStats(); // envoi final best-effort
|
||||
}
|
||||
|
||||
private void OnRoundStart(int round, string mode, int totalRounds)
|
||||
// ─── Periodic send ────────────────────────────────────────────────────
|
||||
|
||||
private IEnumerator PeriodicSend()
|
||||
{
|
||||
_racesPlayed++;
|
||||
_roundDistance = 0f;
|
||||
_roundMaxSpeed = 0f;
|
||||
_lastPos = transform.position;
|
||||
_trackingActive = true;
|
||||
while (_tracking)
|
||||
{
|
||||
yield return new WaitForSeconds(SEND_INTERVAL);
|
||||
if (_tracking) SendStats();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnRoundEnd(int round)
|
||||
{
|
||||
_trackingActive = false;
|
||||
SendStats();
|
||||
_roundDistance = 0f;
|
||||
_roundMaxSpeed = 0f;
|
||||
}
|
||||
|
||||
private void OnQualified(string sessionId)
|
||||
{
|
||||
if (sessionId == NetworkManager.Instance?.LocalSessionId)
|
||||
_qualifications++;
|
||||
}
|
||||
|
||||
private void OnEliminated(string sessionId, string reason)
|
||||
{
|
||||
if (sessionId == NetworkManager.Instance?.LocalSessionId)
|
||||
_eliminations++;
|
||||
}
|
||||
|
||||
// ─── HTTP send ───────────────────────────────────────────────────────
|
||||
// ─── HTTP send ────────────────────────────────────────────────────────
|
||||
|
||||
private void SendStats()
|
||||
{
|
||||
// Prefer live name, fall back to cached (useful on disconnect where name is cleared)
|
||||
if (Time.time - _lastSentTime < MIN_SEND_INTERVAL) return;
|
||||
var nm = NetworkManager.Instance;
|
||||
string name = (nm != null && !string.IsNullOrEmpty(nm.LocalPlayerName))
|
||||
? nm.LocalPlayerName
|
||||
: _cachedName;
|
||||
if (string.IsNullOrEmpty(name)) return;
|
||||
_lastSentTime = Time.time;
|
||||
StartCoroutine(DoSendStats(name));
|
||||
}
|
||||
|
||||
private IEnumerator DoSendStats(string playerName)
|
||||
{
|
||||
_totalPlaytime += Time.time - _sessionStart;
|
||||
_sessionStart = Time.time;
|
||||
float now = Time.time;
|
||||
float sessionSecs = now - _sessionStart;
|
||||
float playtimeToSend = sessionSecs - _playtimeSentSoFar;
|
||||
_playtimeSentSoFar = sessionSecs;
|
||||
|
||||
var payload = new StatsPayload
|
||||
{
|
||||
name = playerName,
|
||||
name = playerName,
|
||||
stats = new StatsData
|
||||
{
|
||||
totalDistance = _totalDistance,
|
||||
totalJumps = _totalJumps,
|
||||
maxSpeed = _maxSpeed,
|
||||
|
||||
racesPlayed = _racesPlayed,
|
||||
qualifications = _qualifications,
|
||||
eliminations = _eliminations,
|
||||
|
||||
bumpsGiven = _bumpsGiven,
|
||||
totalPlaytime = _totalPlaytime,
|
||||
totalDistance = _totalDistance,
|
||||
totalJumps = _totalJumps,
|
||||
maxSpeed = _maxSpeed,
|
||||
bumpsGiven = _bumpsGiven,
|
||||
totalPlaytime = playtimeToSend,
|
||||
}
|
||||
};
|
||||
|
||||
@@ -196,7 +158,7 @@ public class StatsTracker : MonoBehaviour
|
||||
if (req.result != UnityWebRequest.Result.Success)
|
||||
Debug.LogWarning($"[Stats] Upload failed: {req.error}");
|
||||
else
|
||||
Debug.Log($"[Stats] Uploaded for {playerName}");
|
||||
Debug.Log($"[Stats] Sent for {playerName} — dist:{_totalDistance:F0}m spd:{_maxSpeed:F1}m/s jumps:{_totalJumps}");
|
||||
}
|
||||
|
||||
// ─── DTOs ─────────────────────────────────────────────────────────────
|
||||
@@ -210,9 +172,6 @@ public class StatsTracker : MonoBehaviour
|
||||
public float totalDistance;
|
||||
public int totalJumps;
|
||||
public float maxSpeed;
|
||||
public int racesPlayed;
|
||||
public int qualifications;
|
||||
public int eliminations;
|
||||
public int bumpsGiven;
|
||||
public float totalPlaytime;
|
||||
}
|
||||
|
||||
@@ -76,6 +76,8 @@ public class ChatUI : MonoBehaviour
|
||||
_pollTimer = POLL_INTERVAL; // poll immediately
|
||||
Cursor.lockState = CursorLockMode.None;
|
||||
Cursor.visible = true;
|
||||
// Release held movement keys so the ball doesn't keep moving while typing
|
||||
FindFirstObjectByType<PlayerController>()?.ResetInputs();
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 51e21afb9dba1904bb425ac1fae825cb
|
||||
@@ -101,108 +101,7 @@ public class GameHUD : MonoBehaviour
|
||||
|
||||
void OnGUI()
|
||||
{
|
||||
if (_phase == "lobby" && !_localRaceActive) return;
|
||||
|
||||
ImGuiSkin.EnsureReady();
|
||||
var nm = NetworkManager.Instance;
|
||||
|
||||
// ── Countdown (center, large) ─────────────────────────────────────
|
||||
if (_phase == "countdown" && _countdown > 0f)
|
||||
{
|
||||
float scale = 1f + _countdownPulse * 0.4f;
|
||||
float fontSize = 96f * scale;
|
||||
var countStyle = new GUIStyle(GUI.skin.label)
|
||||
{
|
||||
alignment = TextAnchor.MiddleCenter,
|
||||
fontSize = Mathf.RoundToInt(fontSize),
|
||||
fontStyle = FontStyle.Bold,
|
||||
};
|
||||
countStyle.normal.textColor = new Color(1f, 0.85f, 0.1f, 1f);
|
||||
GUI.Label(new Rect(0, Screen.height * 0.3f, Screen.width, 120f),
|
||||
Mathf.CeilToInt(_countdown).ToString(), countStyle);
|
||||
|
||||
// "Préparez-vous !" label below
|
||||
var subStyle = new GUIStyle(GUI.skin.label)
|
||||
{
|
||||
alignment = TextAnchor.MiddleCenter,
|
||||
fontSize = 22,
|
||||
fontStyle = FontStyle.Bold,
|
||||
};
|
||||
subStyle.normal.textColor = new Color(1f, 1f, 1f, 0.8f);
|
||||
string modeLabel = _gameMode switch {
|
||||
"race" => "COURSE",
|
||||
"survival" => "SURVIVAL",
|
||||
"teams" => "ÉQUIPES",
|
||||
_ => _gameMode.ToUpper()
|
||||
};
|
||||
GUI.Label(new Rect(0, Screen.height * 0.3f + 110f, Screen.width, 36f),
|
||||
$"— {modeLabel} —", subStyle);
|
||||
return;
|
||||
}
|
||||
|
||||
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|
||||
float panelX = 12f;
|
||||
float panelY = 12f;
|
||||
float panelW = 220f;
|
||||
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|
||||
|
||||
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|
||||
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|
||||
GUI.color = Color.white;
|
||||
|
||||
var roundStyle = new GUIStyle(GUI.skin.label)
|
||||
{
|
||||
alignment = TextAnchor.MiddleLeft,
|
||||
fontSize = 14,
|
||||
fontStyle = FontStyle.Bold,
|
||||
};
|
||||
roundStyle.normal.textColor = new Color(1f, 0.85f, 0.1f);
|
||||
GUI.Label(new Rect(panelX + 8f, panelY + 4f, panelW - 16f, 28f),
|
||||
$"ROUND {_roundNumber} / {_totalRounds}", roundStyle);
|
||||
|
||||
var modeStyle = new GUIStyle(GUI.skin.label) { alignment = TextAnchor.MiddleLeft, fontSize = 12 };
|
||||
modeStyle.normal.textColor = new Color(0.7f, 0.7f, 0.85f);
|
||||
string modeFull = _gameMode switch {
|
||||
"race" => "COURSE", "survival" => "SURVIVAL", "teams" => "ÉQUIPES", _ => _gameMode.ToUpper()
|
||||
};
|
||||
GUI.Label(new Rect(panelX + 8f, panelY + 32f, panelW - 16f, 24f), modeFull, modeStyle);
|
||||
|
||||
// ── Top-right: Players alive ──────────────────────────────────────
|
||||
float prX = Screen.width - 180f;
|
||||
GUI.color = new Color(0.08f, 0.08f, 0.12f, 0.85f);
|
||||
GUI.DrawTexture(new Rect(prX, panelY, 168f, panelH), _bgTex);
|
||||
GUI.color = Color.white;
|
||||
|
||||
var aliveStyle = new GUIStyle(GUI.skin.label)
|
||||
{
|
||||
alignment = TextAnchor.MiddleCenter,
|
||||
fontSize = 28,
|
||||
fontStyle = FontStyle.Bold,
|
||||
};
|
||||
aliveStyle.normal.textColor = new Color(0.3f, 1f, 0.5f);
|
||||
GUI.Label(new Rect(prX, panelY + 2f, 168f, 40f), $"{_cachedPlayersAlive}", aliveStyle);
|
||||
|
||||
var aliveLabel = new GUIStyle(GUI.skin.label) { alignment = TextAnchor.MiddleCenter, fontSize = 11 };
|
||||
aliveLabel.normal.textColor = new Color(0.6f, 0.6f, 0.7f);
|
||||
GUI.Label(new Rect(prX, panelY + 40f, 168f, 22f), "joueurs en jeu", aliveLabel);
|
||||
|
||||
// ── Round timer (top center) ──────────────────────────────────────
|
||||
float displayTimer = _timerRunning ? _roundTimer : (_localRaceActive ? _localRaceTimer : -1f);
|
||||
if (displayTimer >= 0f)
|
||||
{
|
||||
int mins = Mathf.FloorToInt(displayTimer / 60f);
|
||||
int secs = Mathf.FloorToInt(displayTimer % 60f);
|
||||
var timerStyle = new GUIStyle(GUI.skin.label)
|
||||
{
|
||||
alignment = TextAnchor.MiddleCenter,
|
||||
fontSize = 18,
|
||||
fontStyle = FontStyle.Bold,
|
||||
};
|
||||
timerStyle.normal.textColor = new Color(0.85f, 0.85f, 0.9f, 0.9f);
|
||||
GUI.Label(new Rect(Screen.width * 0.5f - 60f, panelY, 120f, 40f),
|
||||
$"{mins:00}:{secs:00}", timerStyle);
|
||||
}
|
||||
|
||||
// Race UI disabled — free-roam mode has no rounds/countdown/timer.
|
||||
}
|
||||
|
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showImageEffects: 1
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grid:
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yGrid:
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m_Value: 1
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zGrid:
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m_Target: {x: -0.08717229, y: 0.89959055, z: -0.21045254, w: -0.3726226}
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speed: 2
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m_Value: {x: -0.08717229, y: 0.89959055, z: -0.21045254, w: -0.3726226}
|
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m_Size:
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||||
m_Target: 10
|
||||
speed: 2
|
||||
m_Value: 10
|
||||
m_Ortho:
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m_Target: 0
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speed: 2
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m_Value: 0
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m_LastSceneViewRotation: {x: 0, y: 0, z: 0, w: 0}
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m_LastSceneViewOrtho: 0
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m_ReplacementShader: {fileID: 0}
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m_ReplacementString:
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m_LastLockedObject: {fileID: 0}
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m_ViewIsLockedToObject: 0
|
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--- !u!114 &17
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 52
|
||||
m_PrefabParentObject: {fileID: 0}
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||||
m_PrefabInternal: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
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||||
m_EditorHideFlags: 1
|
||||
m_Script: {fileID: 12061, guid: 0000000000000000e000000000000000, type: 0}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
m_AutoRepaintOnSceneChange: 0
|
||||
m_MinSize: {x: 200, y: 200}
|
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m_MaxSize: {x: 4000, y: 4000}
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m_TitleContent:
|
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m_Text: Hierarchy
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m_Image: {fileID: -590624980919486359, guid: 0000000000000000d000000000000000,
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type: 0}
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m_Tooltip:
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m_DepthBufferBits: 0
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m_Pos:
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serializedVersion: 2
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x: 2
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y: 19
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width: 286
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height: 445
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m_TreeViewState:
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scrollPos: {x: 0, y: 0}
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m_SelectedIDs: 68fbffff
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m_LastClickedID: -1176
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m_ExpandedIDs: 7efbffff00000000
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m_RenameOverlay:
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m_UserAcceptedRename: 0
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m_Name:
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m_OriginalName:
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m_EditFieldRect:
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serializedVersion: 2
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x: 0
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y: 0
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width: 0
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height: 0
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m_UserData: 0
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m_IsWaitingForDelay: 0
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m_IsRenaming: 0
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m_OriginalEventType: 11
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m_IsRenamingFilename: 0
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m_ClientGUIView: {fileID: 0}
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m_SearchString:
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m_ExpandedScenes:
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-
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m_CurrenRootInstanceID: 0
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m_Locked: 0
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m_CurrentSortingName: TransformSorting
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@@ -1,8 +0,0 @@
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fileFormatVersion: 2
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guid: eabc9546105bf4accac1fd62a63e88e6
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timeCreated: 1487337779
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licenseType: Store
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DefaultImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,9 +0,0 @@
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fileFormatVersion: 2
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||||
guid: 5a9bcd70e6a4b4b05badaa72e827d8e0
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folderAsset: yes
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timeCreated: 1475835190
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licenseType: Store
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3ad9b87dffba344c89909c6d1b1c17e1
|
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folderAsset: yes
|
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timeCreated: 1475593892
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licenseType: Store
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,242 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.Reflection;
|
||||
|
||||
[CustomEditor(typeof(Readme))]
|
||||
[InitializeOnLoad]
|
||||
public class ReadmeEditor : Editor
|
||||
{
|
||||
static string s_ShowedReadmeSessionStateName = "ReadmeEditor.showedReadme";
|
||||
|
||||
static string s_ReadmeSourceDirectory = "Assets/TutorialInfo";
|
||||
|
||||
const float k_Space = 16f;
|
||||
|
||||
static ReadmeEditor()
|
||||
{
|
||||
EditorApplication.delayCall += SelectReadmeAutomatically;
|
||||
}
|
||||
|
||||
static void RemoveTutorial()
|
||||
{
|
||||
if (EditorUtility.DisplayDialog("Remove Readme Assets",
|
||||
|
||||
$"All contents under {s_ReadmeSourceDirectory} will be removed, are you sure you want to proceed?",
|
||||
"Proceed",
|
||||
"Cancel"))
|
||||
{
|
||||
if (Directory.Exists(s_ReadmeSourceDirectory))
|
||||
{
|
||||
FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory);
|
||||
FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory + ".meta");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log($"Could not find the Readme folder at {s_ReadmeSourceDirectory}");
|
||||
}
|
||||
|
||||
var readmeAsset = SelectReadme();
|
||||
if (readmeAsset != null)
|
||||
{
|
||||
var path = AssetDatabase.GetAssetPath(readmeAsset);
|
||||
FileUtil.DeleteFileOrDirectory(path + ".meta");
|
||||
FileUtil.DeleteFileOrDirectory(path);
|
||||
}
|
||||
|
||||
AssetDatabase.Refresh();
|
||||
}
|
||||
}
|
||||
|
||||
static void SelectReadmeAutomatically()
|
||||
{
|
||||
if (!SessionState.GetBool(s_ShowedReadmeSessionStateName, false))
|
||||
{
|
||||
var readme = SelectReadme();
|
||||
SessionState.SetBool(s_ShowedReadmeSessionStateName, true);
|
||||
|
||||
if (readme && !readme.loadedLayout)
|
||||
{
|
||||
LoadLayout();
|
||||
readme.loadedLayout = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void LoadLayout()
|
||||
{
|
||||
var assembly = typeof(EditorApplication).Assembly;
|
||||
var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true);
|
||||
var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static);
|
||||
method.Invoke(null, new object[] { Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false });
|
||||
}
|
||||
|
||||
static Readme SelectReadme()
|
||||
{
|
||||
var ids = AssetDatabase.FindAssets("Readme t:Readme");
|
||||
if (ids.Length == 1)
|
||||
{
|
||||
var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0]));
|
||||
|
||||
Selection.objects = new UnityEngine.Object[] { readmeObject };
|
||||
|
||||
return (Readme)readmeObject;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Couldn't find a readme");
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnHeaderGUI()
|
||||
{
|
||||
var readme = (Readme)target;
|
||||
Init();
|
||||
|
||||
var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth / 3f - 20f, 128f);
|
||||
|
||||
GUILayout.BeginHorizontal("In BigTitle");
|
||||
{
|
||||
if (readme.icon != null)
|
||||
{
|
||||
GUILayout.Space(k_Space);
|
||||
GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth));
|
||||
}
|
||||
GUILayout.Space(k_Space);
|
||||
GUILayout.BeginVertical();
|
||||
{
|
||||
|
||||
GUILayout.FlexibleSpace();
|
||||
GUILayout.Label(readme.title, TitleStyle);
|
||||
GUILayout.FlexibleSpace();
|
||||
}
|
||||
GUILayout.EndVertical();
|
||||
GUILayout.FlexibleSpace();
|
||||
}
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
var readme = (Readme)target;
|
||||
Init();
|
||||
|
||||
foreach (var section in readme.sections)
|
||||
{
|
||||
if (!string.IsNullOrEmpty(section.heading))
|
||||
{
|
||||
GUILayout.Label(section.heading, HeadingStyle);
|
||||
}
|
||||
|
||||
if (!string.IsNullOrEmpty(section.text))
|
||||
{
|
||||
GUILayout.Label(section.text, BodyStyle);
|
||||
}
|
||||
|
||||
if (!string.IsNullOrEmpty(section.linkText))
|
||||
{
|
||||
if (LinkLabel(new GUIContent(section.linkText)))
|
||||
{
|
||||
Application.OpenURL(section.url);
|
||||
}
|
||||
}
|
||||
|
||||
GUILayout.Space(k_Space);
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Remove Readme Assets", ButtonStyle))
|
||||
{
|
||||
RemoveTutorial();
|
||||
}
|
||||
}
|
||||
|
||||
bool m_Initialized;
|
||||
|
||||
GUIStyle LinkStyle
|
||||
{
|
||||
get { return m_LinkStyle; }
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
GUIStyle m_LinkStyle;
|
||||
|
||||
GUIStyle TitleStyle
|
||||
{
|
||||
get { return m_TitleStyle; }
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
GUIStyle m_TitleStyle;
|
||||
|
||||
GUIStyle HeadingStyle
|
||||
{
|
||||
get { return m_HeadingStyle; }
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
GUIStyle m_HeadingStyle;
|
||||
|
||||
GUIStyle BodyStyle
|
||||
{
|
||||
get { return m_BodyStyle; }
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
GUIStyle m_BodyStyle;
|
||||
|
||||
GUIStyle ButtonStyle
|
||||
{
|
||||
get { return m_ButtonStyle; }
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
GUIStyle m_ButtonStyle;
|
||||
|
||||
void Init()
|
||||
{
|
||||
if (m_Initialized)
|
||||
return;
|
||||
m_BodyStyle = new GUIStyle(EditorStyles.label);
|
||||
m_BodyStyle.wordWrap = true;
|
||||
m_BodyStyle.fontSize = 14;
|
||||
m_BodyStyle.richText = true;
|
||||
|
||||
m_TitleStyle = new GUIStyle(m_BodyStyle);
|
||||
m_TitleStyle.fontSize = 26;
|
||||
|
||||
m_HeadingStyle = new GUIStyle(m_BodyStyle);
|
||||
m_HeadingStyle.fontStyle = FontStyle.Bold;
|
||||
m_HeadingStyle.fontSize = 18;
|
||||
|
||||
m_LinkStyle = new GUIStyle(m_BodyStyle);
|
||||
m_LinkStyle.wordWrap = false;
|
||||
|
||||
// Match selection color which works nicely for both light and dark skins
|
||||
m_LinkStyle.normal.textColor = new Color(0x00 / 255f, 0x78 / 255f, 0xDA / 255f, 1f);
|
||||
m_LinkStyle.stretchWidth = false;
|
||||
|
||||
m_ButtonStyle = new GUIStyle(EditorStyles.miniButton);
|
||||
m_ButtonStyle.fontStyle = FontStyle.Bold;
|
||||
|
||||
m_Initialized = true;
|
||||
}
|
||||
|
||||
bool LinkLabel(GUIContent label, params GUILayoutOption[] options)
|
||||
{
|
||||
var position = GUILayoutUtility.GetRect(label, LinkStyle, options);
|
||||
|
||||
Handles.BeginGUI();
|
||||
Handles.color = LinkStyle.normal.textColor;
|
||||
Handles.DrawLine(new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax));
|
||||
Handles.color = Color.white;
|
||||
Handles.EndGUI();
|
||||
|
||||
EditorGUIUtility.AddCursorRect(position, MouseCursor.Link);
|
||||
|
||||
return GUI.Button(position, label, LinkStyle);
|
||||
}
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 476cc7d7cd9874016adc216baab94a0a
|
||||
timeCreated: 1484146680
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,16 +0,0 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public class Readme : ScriptableObject
|
||||
{
|
||||
public Texture2D icon;
|
||||
public string title;
|
||||
public Section[] sections;
|
||||
public bool loadedLayout;
|
||||
|
||||
[Serializable]
|
||||
public class Section
|
||||
{
|
||||
public string heading, text, linkText, url;
|
||||
}
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fcf7219bab7fe46a1ad266029b2fee19
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences:
|
||||
- icon: {instanceID: 0}
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: a186f8a87ca4f4d3aa864638ad5dfb65, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -4,7 +4,8 @@
|
||||
"main": "src/index.js",
|
||||
"scripts": {
|
||||
"start": "node src/index.js",
|
||||
"dev": "node --watch src/index.js"
|
||||
"dev": "node --watch src/index.js",
|
||||
"schema:gen": "schema-codegen src/schema/GameState.js --csharp --namespace RolldSchema --output ../../game/Assets/Scripts/Network/Generated/"
|
||||
},
|
||||
"dependencies": {
|
||||
"@colyseus/core": "^0.17.39",
|
||||
|
||||
@@ -56,8 +56,12 @@ const gameServer = new Server({
|
||||
|
||||
app.post('/stats/update', (req, res) => {
|
||||
const parsed = statsUpdateSchema.safeParse(req.body);
|
||||
if (!parsed.success) return res.status(400).json({ error: parsed.error.issues });
|
||||
if (!parsed.success) {
|
||||
console.warn('[Stats] Bad update request:', JSON.stringify(parsed.error.issues));
|
||||
return res.status(400).json({ error: parsed.error.issues });
|
||||
}
|
||||
const ok = Stats.update(parsed.data.name, parsed.data.stats);
|
||||
console.log(`[Stats] Update for "${parsed.data.name}": ok=${ok}`, JSON.stringify(parsed.data.stats));
|
||||
res.json({ ok });
|
||||
});
|
||||
|
||||
|
||||
@@ -2,28 +2,27 @@ const { Room } = require("@colyseus/core");
|
||||
const { GameState, Player } = require("../schema/GameState");
|
||||
const Chat = require("../chat/ChatManager");
|
||||
|
||||
const LOBBY_TIMEOUT = 30;
|
||||
const COUNTDOWN_DURATION = 3;
|
||||
const ROUND_END_DURATION = 5;
|
||||
|
||||
const QUALIFY_RATIO = 0.6;
|
||||
// Free-roam: no rounds, no phases, no checkpoints. Players connect, move around, leave.
|
||||
// Schema fields (phase, countdown, roundNumber, etc.) are kept to preserve the
|
||||
// handshake — but state.phase is pinned to "playing" forever and other fields are
|
||||
// left at their default values. To fully drop them, regenerate the C# schema and
|
||||
// rebuild WebGL.
|
||||
|
||||
class ArenaRoom extends Room {
|
||||
maxClients = 20;
|
||||
|
||||
onCreate(options) {
|
||||
this.setState(new GameState());
|
||||
this.state.phase = "playing"; // pinned: free-roam, no state machine
|
||||
this.state.gameMode = "free";
|
||||
this.setPatchRate(16); // ~62.5 Hz
|
||||
this.setMetadata({ name: options?.roomName || ('Salle #' + this.roomId.substring(0, 6)) });
|
||||
|
||||
this._phaseTimer = null;
|
||||
this._lobbyTimer = null;
|
||||
|
||||
console.log(`[ArenaRoom] Room ${this.roomId} created`);
|
||||
console.log(`[ArenaRoom] Room ${this.roomId} created (free-roam)`);
|
||||
|
||||
this.onMessage("position", (client, data) => {
|
||||
const player = this.state.players.get(client.sessionId);
|
||||
if (!player || player.isEliminated) return;
|
||||
if (!player) return;
|
||||
player.x = data.x ?? player.x;
|
||||
player.y = data.y ?? player.y;
|
||||
player.z = data.z ?? player.z;
|
||||
@@ -40,14 +39,6 @@ class ArenaRoom extends Room {
|
||||
player.t = Date.now();
|
||||
});
|
||||
|
||||
this.onMessage("ready", (client) => {
|
||||
const player = this.state.players.get(client.sessionId);
|
||||
if (!player || this.state.phase !== "lobby") return;
|
||||
player.isReady = true;
|
||||
console.log(`[ArenaRoom] ${client.sessionId} ready`);
|
||||
this._checkAllReady();
|
||||
});
|
||||
|
||||
this.onMessage("chat", (client, data) => {
|
||||
const player = this.state.players.get(client.sessionId);
|
||||
if (!player || !data.text) return;
|
||||
@@ -55,18 +46,9 @@ class ArenaRoom extends Room {
|
||||
if (msg) this.broadcast("chat", msg);
|
||||
});
|
||||
|
||||
this.onMessage("checkpointReached", (client, data) => {
|
||||
if (this.state.phase !== "playing") return;
|
||||
const player = this.state.players.get(client.sessionId);
|
||||
if (!player || player.isEliminated || player.isQualified) return;
|
||||
const expected = player.checkpointIndex;
|
||||
if (data.index !== expected) return;
|
||||
player.checkpointIndex = data.index + 1;
|
||||
const TOTAL_CHECKPOINTS = 5;
|
||||
if (player.checkpointIndex >= TOTAL_CHECKPOINTS) {
|
||||
this._qualifyPlayer(client.sessionId, "finish");
|
||||
}
|
||||
});
|
||||
// Accept legacy "ready" / "checkpointReached" silently so old clients don't error.
|
||||
this.onMessage("ready", () => {});
|
||||
this.onMessage("checkpointReached", () => {});
|
||||
}
|
||||
|
||||
onJoin(client, options) {
|
||||
@@ -82,199 +64,22 @@ class ArenaRoom extends Room {
|
||||
player.z = spawn.z;
|
||||
player.t = Date.now();
|
||||
this.state.players.set(client.sessionId, player);
|
||||
this._updatePlayersAlive();
|
||||
|
||||
if (this.state.players.size === 1 && this.state.phase === "lobby") {
|
||||
this._startLobbyTimer();
|
||||
}
|
||||
}
|
||||
|
||||
onLeave(client, consented) {
|
||||
console.log(`[ArenaRoom] ${client.sessionId} left`);
|
||||
this.state.players.delete(client.sessionId);
|
||||
this._updatePlayersAlive();
|
||||
if (this.state.phase === "playing") {
|
||||
this._checkRoundEndCondition();
|
||||
}
|
||||
}
|
||||
|
||||
onDispose() {
|
||||
this._clearAllTimers();
|
||||
console.log(`[ArenaRoom] Room ${this.roomId} disposed`);
|
||||
}
|
||||
|
||||
// ─── Phase transitions ──────────────────────────────────────────────
|
||||
|
||||
_startLobbyTimer() {
|
||||
if (this._lobbyTimer) return;
|
||||
this._lobbyTimer = setTimeout(() => this._startCountdown(), LOBBY_TIMEOUT * 1000);
|
||||
console.log(`[ArenaRoom] Lobby timer started (${LOBBY_TIMEOUT}s)`);
|
||||
}
|
||||
|
||||
_checkAllReady() {
|
||||
if (this.state.players.size < 2) return;
|
||||
let allReady = true;
|
||||
this.state.players.forEach((p) => { if (!p.isReady) allReady = false; });
|
||||
if (allReady) {
|
||||
clearTimeout(this._lobbyTimer);
|
||||
this._lobbyTimer = null;
|
||||
this._startCountdown();
|
||||
}
|
||||
}
|
||||
|
||||
_startCountdown() {
|
||||
if (this.state.phase !== "lobby") return;
|
||||
this.state.phase = "countdown";
|
||||
this.state.countdown = COUNTDOWN_DURATION;
|
||||
console.log(`[ArenaRoom] Countdown started`);
|
||||
|
||||
const tick = () => {
|
||||
this.state.countdown -= 1;
|
||||
if (this.state.countdown <= 0) {
|
||||
this._startPlaying();
|
||||
} else {
|
||||
this._phaseTimer = setTimeout(tick, 1000);
|
||||
}
|
||||
};
|
||||
this._phaseTimer = setTimeout(tick, 1000);
|
||||
}
|
||||
|
||||
_startPlaying() {
|
||||
this.state.gameMode = "race";
|
||||
this.state.phase = "playing";
|
||||
this.state.countdown = 0;
|
||||
|
||||
this.state.players.forEach((p) => {
|
||||
p.isEliminated = false;
|
||||
p.isQualified = false;
|
||||
p.isReady = false;
|
||||
p.checkpointIndex = 0;
|
||||
});
|
||||
|
||||
this._updatePlayersAlive();
|
||||
|
||||
this.broadcast("roundStart", {
|
||||
round: this.state.roundNumber,
|
||||
mode: this.state.gameMode,
|
||||
totalRounds: this.state.totalRounds,
|
||||
});
|
||||
|
||||
console.log(`[ArenaRoom] Round ${this.state.roundNumber} started (race)`);
|
||||
|
||||
}
|
||||
|
||||
_endRound() {
|
||||
if (this.state.phase !== "playing") return;
|
||||
this._clearAllTimers();
|
||||
this.state.phase = "roundEnd";
|
||||
this.broadcast("roundEnd", { round: this.state.roundNumber });
|
||||
console.log(`[ArenaRoom] Round ${this.state.roundNumber} ended`);
|
||||
|
||||
if (this.state.roundNumber >= this.state.totalRounds) {
|
||||
this._phaseTimer = setTimeout(() => this._endGame(), ROUND_END_DURATION * 1000);
|
||||
} else {
|
||||
this._phaseTimer = setTimeout(() => this._nextRound(), ROUND_END_DURATION * 1000);
|
||||
}
|
||||
}
|
||||
|
||||
_nextRound() {
|
||||
this.state.roundNumber += 1;
|
||||
this.state.phase = "lobby";
|
||||
this.state.players.forEach((p) => {
|
||||
p.isReady = false;
|
||||
const spawn = this._findSpawnPosition();
|
||||
p.x = spawn.x; p.y = spawn.y; p.z = spawn.z;
|
||||
});
|
||||
this._updatePlayersAlive();
|
||||
this._lobbyTimer = null;
|
||||
this._startLobbyTimer();
|
||||
console.log(`[ArenaRoom] Lobby for round ${this.state.roundNumber}`);
|
||||
}
|
||||
|
||||
_endGame() {
|
||||
this.state.phase = "gameEnd";
|
||||
let winner = "";
|
||||
let best = -1;
|
||||
this.state.players.forEach((p) => {
|
||||
const score = p.isQualified ? 1000 : p.checkpointIndex;
|
||||
if (score > best) { best = score; winner = p.name; }
|
||||
});
|
||||
this.state.winnerName = winner;
|
||||
this.broadcast("gameEnd", { winner });
|
||||
console.log(`[ArenaRoom] Game over — winner: ${winner}`);
|
||||
}
|
||||
|
||||
// ─── Elimination helpers ─────────────────────────────────────────────
|
||||
|
||||
_eliminatePlayer(sessionId, reason) {
|
||||
const player = this.state.players.get(sessionId);
|
||||
if (!player || player.isEliminated || player.isQualified) return;
|
||||
player.isEliminated = true;
|
||||
this._updatePlayersAlive();
|
||||
this.broadcast("eliminated", { sessionId, name: player.name, reason });
|
||||
console.log(`[ArenaRoom] ${player.name} (${sessionId}) eliminated: ${reason}`);
|
||||
this._checkRoundEndCondition();
|
||||
}
|
||||
|
||||
_qualifyPlayer(sessionId, reason) {
|
||||
const player = this.state.players.get(sessionId);
|
||||
if (!player || player.isQualified || player.isEliminated) return;
|
||||
player.isQualified = true;
|
||||
this._updatePlayersAlive();
|
||||
this.broadcast("qualified", { sessionId, name: player.name });
|
||||
console.log(`[ArenaRoom] ${player.name} (${sessionId}) qualified: ${reason}`);
|
||||
|
||||
const totalActive = this._getActiveCount();
|
||||
const qualifiedCount = this._getQualifiedCount();
|
||||
const toQualify = Math.ceil(totalActive * QUALIFY_RATIO);
|
||||
if (qualifiedCount >= toQualify) {
|
||||
this.state.players.forEach((p, id) => {
|
||||
if (!p.isQualified && !p.isEliminated) {
|
||||
this._eliminatePlayer(id, "too_slow");
|
||||
}
|
||||
});
|
||||
this._endRound();
|
||||
}
|
||||
}
|
||||
|
||||
_checkRoundEndCondition() {
|
||||
if (this.state.phase !== "playing") return;
|
||||
const alive = this._getAliveCount();
|
||||
if (alive === 0) this._endRound();
|
||||
}
|
||||
|
||||
_getAliveCount() {
|
||||
let n = 0;
|
||||
this.state.players.forEach((p) => { if (!p.isEliminated && !p.isQualified) n++; });
|
||||
return n;
|
||||
}
|
||||
|
||||
_getQualifiedCount() {
|
||||
let n = 0;
|
||||
this.state.players.forEach((p) => { if (p.isQualified) n++; });
|
||||
return n;
|
||||
}
|
||||
|
||||
_getActiveCount() {
|
||||
let n = 0;
|
||||
this.state.players.forEach((p) => { if (!p.isEliminated) n++; });
|
||||
return n;
|
||||
}
|
||||
|
||||
_updatePlayersAlive() {
|
||||
this.state.playersAlive = this._getAliveCount();
|
||||
}
|
||||
|
||||
_clearAllTimers() {
|
||||
if (this._phaseTimer) { clearTimeout(this._phaseTimer); this._phaseTimer = null; }
|
||||
if (this._lobbyTimer) { clearTimeout(this._lobbyTimer); this._lobbyTimer = null; }
|
||||
}
|
||||
|
||||
// ─── Spawn helper ────────────────────────────────────────────────────
|
||||
|
||||
_findSpawnPosition() {
|
||||
const MIN_DIST = 3.0;
|
||||
const SPAWN_Y = 5;
|
||||
const MIN_DIST = 5.0;
|
||||
const SPAWN_Y = 1.5;
|
||||
const RANGE = 20;
|
||||
const existing = [];
|
||||
this.state.players.forEach((p) => existing.push({ x: p.x, z: p.z }));
|
||||
@@ -285,7 +90,7 @@ class ArenaRoom extends Room {
|
||||
|
||||
let best = { x: 0, y: SPAWN_Y, z: 0 };
|
||||
let bestDist = 0;
|
||||
for (let i = 0; i < 10; i++) {
|
||||
for (let i = 0; i < 20; i++) {
|
||||
const cx = (Math.random() - 0.5) * RANGE;
|
||||
const cz = (Math.random() - 0.5) * RANGE;
|
||||
let minD = Infinity;
|
||||
|
||||
Reference in New Issue
Block a user