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; public AK.Wwise.Switch defaultSwitch;
[Header("Movement Settings")] [Header("Movement Settings")]
[SerializeField] private float stepInterval = 0.5f; [SerializeField] private float _stepInterval = 0.5f;
[SerializeField] private float minVelocity = 0.1f; [SerializeField] private float _minVelocity = 0.3f;
[SerializeField] private float rayDistance = 1.2f; [SerializeField] private float _rayDistance = 0.2f;
[SerializeField] private LayerMask groundLayer; [SerializeField] private LayerMask _groundLayer;
private CharacterController _controller; private CharacterController _controller;
private float _timer; private float _timer;
@@ -33,13 +33,13 @@ public class Audio_FootstepsController : MonoBehaviour
{ {
_controller = GetComponent<CharacterController>(); _controller = GetComponent<CharacterController>();
// On remplit le dictionnaire pour un accès ultra-rapide par le nom du tag
_surfaceCache = new Dictionary<string, AK.Wwise.Switch>(); _surfaceCache = new Dictionary<string, AK.Wwise.Switch>();
foreach (var mapping in surfaces) foreach (var mapping in surfaces)
{ {
if (!string.IsNullOrEmpty(mapping.tag)) if (!string.IsNullOrEmpty(mapping.tag))
{ {
// On stocke en minuscule pour éviter les erreurs de casse
_surfaceCache[mapping.tag.ToLower()] = mapping.wwiseSwitch; _surfaceCache[mapping.tag.ToLower()] = mapping.wwiseSwitch;
} }
} }
@@ -47,10 +47,10 @@ public class Audio_FootstepsController : MonoBehaviour
void Update() void Update()
{ {
if (_controller.isGrounded && _controller.velocity.magnitude > minVelocity) if (_controller.isGrounded && _controller.velocity.magnitude > _minVelocity)
{ {
_timer += Time.deltaTime; _timer += Time.deltaTime;
if (_timer >= stepInterval) if (_timer >= _stepInterval)
{ {
PlayFootstep(); PlayFootstep();
_timer = 0f; _timer = 0f;
@@ -58,22 +58,22 @@ public class Audio_FootstepsController : MonoBehaviour
} }
else else
{ {
_timer = stepInterval; _timer = _stepInterval;
} }
} }
private void PlayFootstep() private void PlayFootstep()
{ {
RaycastHit hit; 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(); string currentTag = hit.collider.tag.ToLower();
// On cherche le switch dans le dictionnaire
if (_surfaceCache.TryGetValue(currentTag, out AK.Wwise.Switch targetSwitch)) if (_surfaceCache.TryGetValue(currentTag, out AK.Wwise.Switch targetSwitch))
{ {
targetSwitch.SetValue(gameObject); targetSwitch.SetValue(gameObject);
// Debug.Log($"[Footsteps] Switch Wwise réglé sur : {currentTag}"); // Debug.Log($"[Footsteps] Switch Wwise set on : {currentTag}");
} }
else else
{ {