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https://github.com/ConjureETS/PixelSphinx.git
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AsteroidSpawner + collider asteroides et plateformes en cours . (doesn't trigger ?!?)
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@ -9,9 +9,9 @@ GameObject:
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@ -26,7 +27,7 @@ GameObject:
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SpriteRenderer:
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@ -26,4 +26,21 @@ public class Asteroid : MonoBehaviour
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step = speed * Time.deltaTime;
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this.transform.position = Vector3.MoveTowards(transform.position, center, step);
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}
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//collider must be set as "isTrigger" in unity for this method to work
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void OnCollisionEnter2D(Collider otherCol)
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{
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if (otherCol.gameObject.tag == "Player")
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{
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//Stun the player
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}
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if (otherCol.gameObject.tag == "Wedge")
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{
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var pmgr = FindObjectOfType<PlanetManager>();
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pmgr.PushWedge(otherCol.gameObject.transform.rotation.z);
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}
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}
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}
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37
Assets/Scripts/AsteroidSpawner.cs
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37
Assets/Scripts/AsteroidSpawner.cs
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@ -0,0 +1,37 @@
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using UnityEngine;
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using System.Collections;
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using System;
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public class AsteroidSpawner : TimerFunctionsClass
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{
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public float NextSpawnTime = 1.0f;
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public GameObject AsteroidPrefab;
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// Use this for initialization
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void Start () {
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this.SetTimer(NextSpawnTime, SpawnAsteroidEvent);
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this.StartTimer();
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}
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// Update is called once per frame
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void Update () {
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base.Update();
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}
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public void SpawnAsteroidEvent()
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{
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// Random entre 10 et 20, * 1 ou -1
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var x = UnityEngine.Random.Range(10.0f, 20.0f) * (Mathf.Floor(UnityEngine.Random.Range(0.0f, 1.99f)) * 2 - 1);
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var y = UnityEngine.Random.Range(10.0f, 20.0f) * (Mathf.Floor(UnityEngine.Random.Range(0.0f, 1.99f)) * 2 - 1);
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//instantiate as child of AsteroidSpawner
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var a = Instantiate(AsteroidPrefab, new Vector3(x, y, 0.0f), Quaternion.identity);
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//a.tranform.parent = this.transform;
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//Cooldown untill next random spawn
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SetTimer(NextSpawnTime, SpawnAsteroidEvent);
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StartTimer();
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}
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}
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12
Assets/Scripts/AsteroidSpawner.cs.meta
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12
Assets/Scripts/AsteroidSpawner.cs.meta
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@ -0,0 +1,12 @@
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@ -12,7 +12,7 @@ public class PlanetManager : MonoBehaviour
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public bool CartierResetRatioSpeedRandomize = true;
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public float CartierMinRatio = 0.4f;
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public float CartierMaxRatio = 2.0f;
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public float CartierStepSize = 0.25;
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public float CartierStepSize = 0.25f;
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public GameObject WedgePrefab = null;
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public List<Wedge> wedges = new List<Wedge>();
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@ -55,8 +55,8 @@ public class testRotate : MonoBehaviour {
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/// </summary>
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void FixedUpdate()
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{
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var theta = Time.realtimeSinceStartup * speed % 360.0f; // Position X du player = angle theta
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var theta = 0;// Time.realtimeSinceStartup * speed % 360.0f; // Position X du player = angle theta
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var planet = GameObject.Find("Planet").gameObject.GetComponent<PlanetManager>();
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@ -4,7 +4,7 @@
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tags:
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- Asteroid
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- Wedge
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layers:
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- Default
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- TransparentFX
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