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looping: 1 + looping: 0 prewarm: 0 playOnAwake: 1 moveWithTransform: 1 diff --git a/Assets/Scripts/Astronaut.cs b/Assets/Scripts/Astronaut.cs index 328f530..b495b9b 100644 --- a/Assets/Scripts/Astronaut.cs +++ b/Assets/Scripts/Astronaut.cs @@ -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 { /// 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(); diff --git a/Assets/Scripts/AstronautAnimator.cs b/Assets/Scripts/AstronautAnimator.cs index bd63cde..37cc52d 100644 --- a/Assets/Scripts/AstronautAnimator.cs +++ b/Assets/Scripts/AstronautAnimator.cs @@ -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().duration); + Idle(); var impactAudio = DashImpactSound.GetComponent(); 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(); //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() diff --git a/Assets/Scripts/Earthquake.cs b/Assets/Scripts/Earthquake.cs index 6b68835..1fe03f4 100644 --- a/Assets/Scripts/Earthquake.cs +++ b/Assets/Scripts/Earthquake.cs @@ -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(); - //gaugeLevel = 0; + isExploding = false; + pmgr = FindObjectOfType(); core = this.GetComponent(); - //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; + } } - - /// - /// Actualiser l'affichage de la gauge - /// - public void UpdateFixed() - { - } - - /// - /// à être Appelé à chaque fois qu'on enfonce un plateau, le gage se remplis plus vite. (et par le temps) - /// - 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(); - - planet.CallEarthQuake(); - - gaugeLevel = 0; - - } - print("gauge is at: " + gaugeLevel);*/ - } - - - } diff --git a/Assets/Scripts/PlanetManager.cs b/Assets/Scripts/PlanetManager.cs index dc40528..45cf612 100644 --- a/Assets/Scripts/PlanetManager.cs +++ b/Assets/Scripts/PlanetManager.cs @@ -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(); - earthQuakeGauge.FillGauge(); + //var earthQuakeGauge = FindObjectOfType(); + //earthQuakeGauge.FillGauge(); } + public void EjectPlayers(float range) + { + Astronaut[] players = FindObjectsOfType(); + foreach (Astronaut p in players) + { + if (p.State < Astronaut.AstronautState.Ejecting && p.Height <= range) + p.Eject(); + } + } + /// /// On a earthquake, everything expands by a step /// diff --git a/Assets/Test/EarthquakeTest.cs b/Assets/Test/EarthquakeTest.cs new file mode 100644 index 0000000..eaef8d4 --- /dev/null +++ b/Assets/Test/EarthquakeTest.cs @@ -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)); 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