Merge branch 'master' of github.com:ETSConjure/PixelSphinx

This commit is contained in:
Jean-Sébastien Gervais 2016-04-09 16:16:03 -04:00
commit 038748f96d
11 changed files with 703 additions and 453 deletions

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@ -74,7 +74,7 @@ ParticleSystem:
minMaxState: 0
speed: 1
randomSeed: 0
looping: 1
looping: 0
prewarm: 0
playOnAwake: 1
moveWithTransform: 1

View File

@ -12,9 +12,11 @@ public class Astronaut : MonoBehaviour {
public GameObject Rotator;
public SpriteRenderer SpriteWalk;
public GameObject SpriteDash;
public GameObject SpriteDash;
public GameObject SpriteStun;
public float Width;
public float SpriteWidth;
public float SpriteHeight;
public float DashTime = 0.4f; //Temps de l'animation et rate limiting
private float lastDashTime = 0f;
public float StepTime;
@ -43,10 +45,9 @@ public class Astronaut : MonoBehaviour {
if (oldState == AstronautState.Dashing)
{
_astronautAnimator.Land();
_astronautAnimator.Idle();
}
if (State == AstronautState.Walking)
else if (State == AstronautState.Walking)
{
_astronautAnimator.Walk(walkRight);
}
@ -55,6 +56,10 @@ public class Astronaut : MonoBehaviour {
private float theta = 0;
private float height = 0;
public float Height
{
get { return height; }
}
private float vSpeed = 0;
private bool grounded = false;
private bool walkRight = false;
@ -94,7 +99,7 @@ public class Astronaut : MonoBehaviour {
private void UpdatePosition()
{
//float heightAtPos = planet.GetPlanetRadius(theta);
transform.localPosition = new Vector3(0, height, 0);
transform.localPosition = new Vector3(0, height + SpriteHeight / 2, 0);
Rotator.transform.localRotation = Quaternion.Euler(0, 0, theta - 108);
}
@ -105,7 +110,7 @@ public class Astronaut : MonoBehaviour {
private float GetGroundRadius(float theta)
{
float displacement = PlanetUtilities.GetDisplacementAngle(Width / 2, height);
float displacement = PlanetUtilities.GetDisplacementAngle(SpriteWidth / 2, height);
float radius1 = planet.GetPlanetRadius(Repeat(theta + displacement, 360));
float radius2 = planet.GetPlanetRadius(Repeat(theta - displacement, 360));
//float x1, y1, x2, y2;
@ -156,6 +161,9 @@ public class Astronaut : MonoBehaviour {
public void Move(float x, float y)
{
if (State >= AstronautState.Dashing )
return;
float playerX, playerY;
PlanetUtilities.Spheric2Cartesian(theta - 108, height, out playerX, out playerY);
@ -166,9 +174,6 @@ public class Astronaut : MonoBehaviour {
float move = proj;
if (State >= AstronautState.Dashing )
return;
if (State < AstronautState.Jumping)
{
if (Mathf.Approximately(move, 0))
@ -183,28 +188,20 @@ public class Astronaut : MonoBehaviour {
}
}
if (State < AstronautState.Dashing)
if (-0.2 < move && move < 0.2) return;
float movement = PlanetUtilities.GetDisplacementAngle(Speed * -move, height) * Time.deltaTime;
float newTheta = Repeat(theta + movement, 360);
float newHeight = GetGroundRadius(newTheta);
if (newHeight > height)
{
if (-0.2 < move && move < 0.2) return;
float movement = PlanetUtilities.GetDisplacementAngle(Speed * -move, height) * Time.deltaTime;
float newTheta = Repeat(theta + movement, 360);
float newHeight = GetGroundRadius(newTheta);
if (newHeight > height)
{
//Debug.Log("Blocked by wall");
return; // Blocked by wall
}
theta = newTheta;
//Debug.Log("Blocked by wall");
return; // Blocked by wall
}
if (State == AstronautState.Dashing && grounded)
{
//TODO arreter mouvement lateral
State=AstronautState.Idle;
}
theta = newTheta;
}
public void Jump()
@ -259,13 +256,32 @@ public class Astronaut : MonoBehaviour {
/// </summary>
public void Stun()
{
//TODO
if (State < AstronautState.Ejecting)
{
State = AstronautState.Stun;
StartCoroutine(StunTimeout());
_astronautAnimator.Stun();
}
}
IEnumerator StunTimeout()
{
for (float i = 0f; i <0.6f; i += Time.deltaTime)
{
yield return null;
}
if (State < AstronautState.Ejecting)
{
State = AstronautState.Idle;
_astronautAnimator.Idle();
}
}
public void OnGUI()
{
if (GUI.Button(new Rect(10, 10, 150, 50), State.ToString()))
{
Stun();
Debug.Log("Clicked the button with an image");
//_astronautAnimator.Walk();
//Eject();

View File

@ -27,14 +27,24 @@ public class AstronautAnimator : MonoBehaviour {
{
aspi.SpriteWalk.gameObject.SetActive(true);
aspi.SpriteDash.gameObject.SetActive(false);
aspi.SpriteStun.gameObject.SetActive(false);
}
public void Dash()
{
aspi.SpriteWalk.gameObject.SetActive(false);
aspi.SpriteDash.gameObject.SetActive(true);
aspi.SpriteStun.gameObject.SetActive(false);
}
public void Idle()
{
aspi.SpriteWalk.gameObject.SetActive(true);
aspi.SpriteDash.gameObject.SetActive(false);
aspi.SpriteStun.gameObject.SetActive(false);
}
public void Land()
{
//from dash state
@ -42,14 +52,13 @@ public class AstronautAnimator : MonoBehaviour {
runninParticleEmitter.transform.Rotate(0,180f,0.0f);
Destroy(runninParticleEmitter, runninParticleEmitter.GetComponent<ParticleSystem>().duration);
Idle();
var impactAudio = DashImpactSound.GetComponent<AudioSource>();
impactAudio.bypassListenerEffects = true;
AudioSource.PlayClipAtPoint(impactAudio.clip, transform.position, impactAudio.volume);
aspi.SpriteWalk.gameObject.SetActive(true);
aspi.SpriteDash.gameObject.SetActive(false);
}
@ -64,6 +73,14 @@ public class AstronautAnimator : MonoBehaviour {
var audio = aspi.GetComponent<AudioSource>(); //eject sound
audio.bypassListenerEffects = true;
AudioSource.PlayClipAtPoint(audio.clip, transform.position, audio.volume);
Stun();
}
public void Stun()
{
aspi.SpriteWalk.gameObject.SetActive(false);
aspi.SpriteDash.gameObject.SetActive(false);
aspi.SpriteStun.gameObject.SetActive(true);
}
IEnumerator Spin()

View File

@ -6,75 +6,69 @@ public class Earthquake : MonoBehaviour {
public float CriticalMin;
public float CriticalMax;
//public float testValue;
//public float gaugeLevel;
//public int gaugeMax=100;
public float ExplosionTime;
public GameObject ExplosionParticle;
private const float WaveSpeed = 1f;
private const float WaveOffset = 1.3f;
private SpriteRenderer core;
PlanetManager pmgr;
PlanetManager pmgr;
bool isExploding;
// Use this for initialization
public void Start()
{
pmgr = FindObjectOfType<PlanetManager>();
//gaugeLevel = 0;
isExploding = false;
pmgr = FindObjectOfType<PlanetManager>();
core = this.GetComponent<SpriteRenderer>();
//InvokeRepeating("FillGauge", 1, 1F);
}
// Update is called once per frame
public void Update () {
if(!isExploding) return;
float disbalance = pmgr.GetDisbalance();
float val = Mathf.Clamp((disbalance-CriticalMin) / (CriticalMax-CriticalMin),0,1);
float val2 = Mathf.Clamp((val - 0.6f) / 0.4f, 0, 1);
pmgr.setColor(val2);
core.color = new Color(1f, 1f - val, 1f - val);
core.color = new Color(1f, 1f - val, 1f - val);
if (val2 >= 1f)
{
EarthquakeBoom();
}
}
void OnGUI()
{
if (GUI.Button(new Rect(100, 100, 50, 50), "BOOM"))
{
Debug.Log("Clicked the button with an image");
EarthquakeBoom();
}
}
private void EarthquakeBoom()
{
isExploding = true;
StartCoroutine(Explode());
Instantiate(ExplosionParticle);
}
IEnumerator Explode()
{
float realPosition;
for (float i = 0; i < ExplosionTime; i += Time.deltaTime)
{
realPosition = WaveSpeed * i + WaveOffset;
Debug.Log(realPosition);
pmgr.EjectPlayers(realPosition);
yield return null;
}
}
/// <summary>
/// Actualiser l'affichage de la gauge
/// </summary>
public void UpdateFixed()
{
}
/// <summary>
/// à être Appelé à chaque fois qu'on enfonce un plateau, le gage se remplis plus vite. (et par le temps)
/// </summary>
public void FillGauge()
{
/*if (gaugeLevel < gaugeMax)
{
gaugeLevel += 1;
//anim state [0-90] normale, rotation
//color hue de plus en plus vers le rouge
//[90-100]
//anim avec les ripples
}
else
{
var planet = FindObjectOfType<PlanetManager>();
planet.CallEarthQuake();
gaugeLevel = 0;
}
print("gauge is at: " + gaugeLevel);*/
}
}

View File

@ -172,15 +172,21 @@ public class PlanetManager : MonoBehaviour
v.sprite.transform.localScale = new Vector3(v.offset, v.offset, 1);
// }
// call fill gauge after every hit.
var earthQuakeGauge = FindObjectOfType<Earthquake>();
earthQuakeGauge.FillGauge();
//var earthQuakeGauge = FindObjectOfType<Earthquake>();
//earthQuakeGauge.FillGauge();
}
public void EjectPlayers(float range)
{
Astronaut[] players = FindObjectsOfType<Astronaut>();
foreach (Astronaut p in players)
{
if (p.State < Astronaut.AstronautState.Ejecting && p.Height <= range)
p.Eject();
}
}
/// <summary>
/// On a earthquake, everything expands by a step
/// </summary>

View File

@ -0,0 +1,39 @@
using UnityEngine;
using System.Collections;
public class EarthquakeTest : MonoBehaviour {
public GameObject particle;
private GameObject obj;
public float Mod1, Mod2;
float timeSinceStart = 0;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update()
{
timeSinceStart += Time.deltaTime;
if (Input.GetKeyDown(KeyCode.Space))
{
if(obj!=null)
Destroy(obj);
obj = (GameObject)Instantiate(particle);
timeSinceStart = 0f;
}
if( Input.GetKeyDown(KeyCode.C))
{
Destroy(obj);
obj = null;
}
Debug.DrawLine(Vector3.zero, new Vector3(Mod1 * timeSinceStart + Mod2, 0f, 0f));
}
}

View File

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@ -579,6 +599,14 @@ Prefab:
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