chore : fix naming

This commit is contained in:
Hugo Le Bolloc'h
2026-03-27 16:32:28 +01:00
parent 7b4ea05716
commit 17cd6987b7
@@ -20,10 +20,10 @@ public class Audio_FootstepsController : MonoBehaviour
public AK.Wwise.Switch defaultSwitch;
[Header("Movement Settings")]
[SerializeField] private float stepInterval = 0.5f;
[SerializeField] private float minVelocity = 0.1f;
[SerializeField] private float rayDistance = 1.2f;
[SerializeField] private LayerMask groundLayer;
[SerializeField] private float _stepInterval = 0.5f;
[SerializeField] private float _minVelocity = 0.3f;
[SerializeField] private float _rayDistance = 0.2f;
[SerializeField] private LayerMask _groundLayer;
private CharacterController _controller;
private float _timer;
@@ -33,13 +33,13 @@ public class Audio_FootstepsController : MonoBehaviour
{
_controller = GetComponent<CharacterController>();
// On remplit le dictionnaire pour un accès ultra-rapide par le nom du tag
_surfaceCache = new Dictionary<string, AK.Wwise.Switch>();
foreach (var mapping in surfaces)
{
if (!string.IsNullOrEmpty(mapping.tag))
{
// On stocke en minuscule pour éviter les erreurs de casse
_surfaceCache[mapping.tag.ToLower()] = mapping.wwiseSwitch;
}
}
@@ -47,10 +47,10 @@ public class Audio_FootstepsController : MonoBehaviour
void Update()
{
if (_controller.isGrounded && _controller.velocity.magnitude > minVelocity)
if (_controller.isGrounded && _controller.velocity.magnitude > _minVelocity)
{
_timer += Time.deltaTime;
if (_timer >= stepInterval)
if (_timer >= _stepInterval)
{
PlayFootstep();
_timer = 0f;
@@ -58,22 +58,22 @@ public class Audio_FootstepsController : MonoBehaviour
}
else
{
_timer = stepInterval;
_timer = _stepInterval;
}
}
private void PlayFootstep()
{
RaycastHit hit;
if (Physics.Raycast(transform.position + Vector3.up * 0.1f, Vector3.down, out hit, rayDistance, groundLayer))
if (Physics.Raycast(transform.position + Vector3.up * 0.1f, Vector3.down, out hit, _rayDistance, _groundLayer))
{
string currentTag = hit.collider.tag.ToLower();
// On cherche le switch dans le dictionnaire
if (_surfaceCache.TryGetValue(currentTag, out AK.Wwise.Switch targetSwitch))
{
targetSwitch.SetValue(gameObject);
// Debug.Log($"[Footsteps] Switch Wwise réglé sur : {currentTag}");
// Debug.Log($"[Footsteps] Switch Wwise set on : {currentTag}");
}
else
{