AsteroidSpawner + collider asteroides et plateformes en cours . (doesn't trigger ?!?)

This commit is contained in:
Jean-Sébastien Gervais 2016-04-08 12:59:00 -04:00
parent b0b38d8be4
commit 0695a19964
9 changed files with 198 additions and 46 deletions

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@ -26,4 +26,21 @@ public class Asteroid : MonoBehaviour
step = speed * Time.deltaTime;
this.transform.position = Vector3.MoveTowards(transform.position, center, step);
}
//collider must be set as "isTrigger" in unity for this method to work
void OnCollisionEnter2D(Collider otherCol)
{
if (otherCol.gameObject.tag == "Player")
{
//Stun the player
}
if (otherCol.gameObject.tag == "Wedge")
{
var pmgr = FindObjectOfType<PlanetManager>();
pmgr.PushWedge(otherCol.gameObject.transform.rotation.z);
}
}
}

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@ -0,0 +1,37 @@
using UnityEngine;
using System.Collections;
using System;
public class AsteroidSpawner : TimerFunctionsClass
{
public float NextSpawnTime = 1.0f;
public GameObject AsteroidPrefab;
// Use this for initialization
void Start () {
this.SetTimer(NextSpawnTime, SpawnAsteroidEvent);
this.StartTimer();
}
// Update is called once per frame
void Update () {
base.Update();
}
public void SpawnAsteroidEvent()
{
// Random entre 10 et 20, * 1 ou -1
var x = UnityEngine.Random.Range(10.0f, 20.0f) * (Mathf.Floor(UnityEngine.Random.Range(0.0f, 1.99f)) * 2 - 1);
var y = UnityEngine.Random.Range(10.0f, 20.0f) * (Mathf.Floor(UnityEngine.Random.Range(0.0f, 1.99f)) * 2 - 1);
//instantiate as child of AsteroidSpawner
var a = Instantiate(AsteroidPrefab, new Vector3(x, y, 0.0f), Quaternion.identity);
//a.tranform.parent = this.transform;
//Cooldown untill next random spawn
SetTimer(NextSpawnTime, SpawnAsteroidEvent);
StartTimer();
}
}

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@ -12,7 +12,7 @@ public class PlanetManager : MonoBehaviour
public bool CartierResetRatioSpeedRandomize = true;
public float CartierMinRatio = 0.4f;
public float CartierMaxRatio = 2.0f;
public float CartierStepSize = 0.25;
public float CartierStepSize = 0.25f;
public GameObject WedgePrefab = null;
public List<Wedge> wedges = new List<Wedge>();

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@ -55,8 +55,8 @@ public class testRotate : MonoBehaviour {
/// </summary>
void FixedUpdate()
{
var theta = Time.realtimeSinceStartup * speed % 360.0f; // Position X du player = angle theta
var theta = 0;// Time.realtimeSinceStartup * speed % 360.0f; // Position X du player = angle theta
var planet = GameObject.Find("Planet").gameObject.GetComponent<PlanetManager>();

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