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