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2 Commits

Author SHA1 Message Date
f62eeab50d Fix Z-fighting : corriger les Y de tous les objets overlapping
- Sol top=y=0, pads/checkpoints au sol relevés de 0.01 (bottom>=0.01)
- GelOrange_E/W, GelViolet_Trap, CaptureZone_Visual : y 0.2->0.21
- CP0_Start, CP4_Finish : y 0.15->0.16
- Plateforme élevée top=y=4.5, objets relevés au-dessus :
  CP1/CP2_Mid/CP3 : y 4.15->4.66, GelBleu_Elev : y 4.2->4.71

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-16 21:02:06 +02:00
7aa4a518db Steering, HUD course, auto-index checkpoints
- PlayerController: MovementSpeed 5->25, ajout turnDamping+idleDrag pour virages nets
- CheckpointSystem: auto-assign checkpointIndex depuis l'array, déclenche race HUD sur CP0
- GameHUD: course visible dès passage de la porte (CP0), timer local indépendant du serveur

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-16 20:52:36 +02:00
4 changed files with 71 additions and 32 deletions

View File

@@ -15,9 +15,15 @@ public class PlayerController : MonoBehaviour
public float JumpForce = 5f; // Force applied when jumping
public float MovementSpeed = 5f; // Speed of player movement
public float MovementSpeed = 25f; // Speed of player movement
public float BoostSpeed = 2f; // Multiplicateur de vitesse sur GelOrange
[Header("Steering Feel")]
[Tooltip("Damps velocity perpendicular to input — higher = sharper turns")]
public float turnDamping = 7f;
[Tooltip("Horizontal friction when no input is held")]
public float idleDrag = 3f;
[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
@@ -261,21 +267,28 @@ public class PlayerController : MonoBehaviour
}
}
if (isForwardHeld)
Vector3 inputDir = Vector3.zero;
if (isForwardHeld) inputDir += forward;
if (isBackwardsHeld) inputDir -= forward;
if (isRightHeld) inputDir += right;
if (isLeftHeld) inputDir -= right;
if (inputDir.sqrMagnitude > 0.01f)
{
rb.AddForce(forward * currentSpeed * Time.deltaTime, ForceMode.VelocityChange);
inputDir.Normalize();
rb.AddForce(inputDir * currentSpeed * Time.deltaTime, ForceMode.VelocityChange);
// Counter-force on the lateral component (makes turns sharper)
Vector3 horizVel = new Vector3(rb.linearVelocity.x, 0f, rb.linearVelocity.z);
Vector3 perp = horizVel - Vector3.Project(horizVel, inputDir);
if (perp.sqrMagnitude > 0.01f)
rb.AddForce(-perp * turnDamping * Time.deltaTime, ForceMode.VelocityChange);
}
if (isBackwardsHeld)
else if (!isOnGelViolet)
{
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);
// Gradual horizontal slow-down when no key is held
Vector3 horizVel = new Vector3(rb.linearVelocity.x, 0f, rb.linearVelocity.z);
rb.AddForce(-horizVel * idleDrag * Time.deltaTime, ForceMode.VelocityChange);
}
// GelViolet : colle la balle à la surface (sticky)

View File

@@ -3066,7 +3066,7 @@ Transform:
m_GameObject: {fileID: 441151682}
serializedVersion: 2
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 24, y: 0.15, z: 0}
m_LocalPosition: {x: 24, y: 0.16, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
@@ -6887,7 +6887,7 @@ Transform:
m_GameObject: {fileID: 627424629}
serializedVersion: 2
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 4.15, z: 16}
m_LocalPosition: {x: 0, y: 4.66, z: 16}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
@@ -11194,7 +11194,7 @@ Transform:
m_GameObject: {fileID: 1157373372}
serializedVersion: 2
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 24, y: 4.15, z: 17}
m_LocalPosition: {x: 24, y: 4.66, z: 17}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
@@ -12046,7 +12046,7 @@ Transform:
m_GameObject: {fileID: 1180408860}
serializedVersion: 2
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0.2, z: -24}
m_LocalPosition: {x: 0, y: 0.21, z: -24}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
@@ -13366,7 +13366,7 @@ Transform:
m_GameObject: {fileID: 1305093351}
serializedVersion: 2
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -24, y: 0.15, z: 0}
m_LocalPosition: {x: -24, y: 0.16, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
@@ -17417,7 +17417,7 @@ Transform:
m_GameObject: {fileID: 1642672020}
serializedVersion: 2
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0.2, z: -4}
m_LocalPosition: {x: 0, y: 0.21, z: -4}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
@@ -18257,7 +18257,7 @@ Transform:
m_GameObject: {fileID: 1712363552}
serializedVersion: 2
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 18, y: 0.2, z: -10}
m_LocalPosition: {x: 18, y: 0.21, z: -10}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
@@ -18825,7 +18825,7 @@ Transform:
m_GameObject: {fileID: 1768684805}
serializedVersion: 2
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -24, y: 4.15, z: 17}
m_LocalPosition: {x: -24, y: 4.66, z: 17}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
@@ -21077,7 +21077,7 @@ Transform:
m_GameObject: {fileID: 1964748738}
serializedVersion: 2
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -18, y: 0.2, z: -10}
m_LocalPosition: {x: -18, y: 0.21, z: -10}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
@@ -22790,7 +22790,7 @@ Transform:
m_GameObject: {fileID: 2055166740}
serializedVersion: 2
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 4.2, z: 16}
m_LocalPosition: {x: 0, y: 4.71, z: 16}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []

View File

@@ -23,7 +23,10 @@ public class CheckpointSystem : MonoBehaviour
[Tooltip("Material to apply to finish line")]
public Material finishLineMaterial;
private int _localCheckpointIndex = 0; // how many checkpoints this local player passed
public int LocalCheckpointIndex => _localCheckpointIndex;
public bool RaceStarted { get; private set; }
private int _localCheckpointIndex = 0;
private Renderer[] _checkpointRenderers;
private bool _finished = false;
@@ -38,9 +41,11 @@ public class CheckpointSystem : MonoBehaviour
for (int i = 0; i < checkpoints.Length; i++)
{
_checkpointRenderers[i] = checkpoints[i].GetComponent<Renderer>();
// Tag checkpoints with their index for trigger identification
checkpoints[i].gameObject.name = $"Checkpoint_{i}";
// Auto-assign index so trigger knows its position in the sequence
var trigger = checkpoints[i].GetComponent<CheckpointTrigger>();
if (trigger != null) trigger.checkpointIndex = i;
}
// Tell HUD total checkpoints
@@ -52,9 +57,15 @@ public class CheckpointSystem : MonoBehaviour
public void OnLocalPlayerHitCheckpoint(int index)
{
if (_finished) return;
// Must hit checkpoints in order
if (index != _localCheckpointIndex) return;
// CP0 = start gate: activate race HUD and start local timer
if (index == 0)
{
RaceStarted = true;
GameHUD.Instance?.SetLocalRaceActive(true);
}
_localCheckpointIndex++;
NetworkManager.Instance?.SendCheckpoint(_localCheckpointIndex);
@@ -81,7 +92,9 @@ public class CheckpointSystem : MonoBehaviour
{
_localCheckpointIndex = 0;
_finished = false;
RaceStarted = false;
UpdateCheckpointVisuals();
GameHUD.Instance?.SetLocalRaceActive(false);
}
private void UpdateCheckpointVisuals()

View File

@@ -20,6 +20,10 @@ public class GameHUD : MonoBehaviour
private int _checkpointsCurrent = 0;
private int _checkpointsTotal = 5;
// Local race state (activated when CP0 gate is crossed, independent of server phase)
private bool _localRaceActive = false;
private float _localRaceTimer = 0f;
// Countdown animation
private float _lastCountdownShown = -1f;
private float _countdownPulse = 0f;
@@ -73,6 +77,8 @@ public class GameHUD : MonoBehaviour
{
if (_timerRunning)
_roundTimer += Time.deltaTime;
if (_localRaceActive)
_localRaceTimer += Time.deltaTime;
if (_countdown > 0f && _countdown != _lastCountdownShown)
{
@@ -87,9 +93,15 @@ public class GameHUD : MonoBehaviour
public void SetRoundInfo(int round, string mode) { _roundNumber = round; _gameMode = mode; }
public void SetCheckpoint(int current, int total) { _checkpointsCurrent = current; _checkpointsTotal = total; }
public void SetLocalRaceActive(bool active)
{
_localRaceActive = active;
if (!active) _localRaceTimer = 0f;
}
void OnGUI()
{
if (_phase == "lobby") return;
if (_phase == "lobby" && !_localRaceActive) return;
ImGuiSkin.EnsureReady();
var nm = NetworkManager.Instance;
@@ -184,10 +196,11 @@ public class GameHUD : MonoBehaviour
GUI.Label(new Rect(prX, panelY + 40f, 168f, 22f), "joueurs en jeu", aliveLabel);
// ── Round timer (top center) ──────────────────────────────────────
if (_timerRunning)
float displayTimer = _timerRunning ? _roundTimer : (_localRaceActive ? _localRaceTimer : -1f);
if (displayTimer >= 0f)
{
int mins = Mathf.FloorToInt(_roundTimer / 60f);
int secs = Mathf.FloorToInt(_roundTimer % 60f);
int mins = Mathf.FloorToInt(displayTimer / 60f);
int secs = Mathf.FloorToInt(displayTimer % 60f);
var timerStyle = new GUIStyle(GUI.skin.label)
{
alignment = TextAnchor.MiddleCenter,
@@ -200,7 +213,7 @@ public class GameHUD : MonoBehaviour
}
// ── Race: checkpoint progress (bottom center) ─────────────────────
if (_gameMode == "race" && _phase == "playing")
if (_gameMode == "race" && (_phase == "playing" || _localRaceActive))
{
float bw = 300f;
float bx = (Screen.width - bw) / 2f;