mirror of
https://github.com/ConjureETS/PixelSphinx.git
synced 2026-03-24 02:20:58 +00:00
Merge branch 'master' of https://github.com/ETSConjure/PixelSphinx
Conflicts: Assets/Scripts/Astronaut.cs Assets/Scripts/PlanetManager.cs
This commit is contained in:
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m_LocalScale: {x: 0.2, y: 0.2, z: 0.2}
|
||||
m_Children:
|
||||
- {fileID: 418246}
|
||||
@ -85,7 +87,7 @@ Transform:
|
||||
m_PrefabInternal: {fileID: 100100000}
|
||||
m_GameObject: {fileID: 157058}
|
||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
m_LocalPosition: {x: 0.14, y: 0.27, z: 0}
|
||||
m_LocalPosition: {x: -0.04, y: 0.63, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_Children: []
|
||||
m_Father: {fileID: 403646}
|
||||
@ -97,7 +99,7 @@ Transform:
|
||||
m_PrefabInternal: {fileID: 100100000}
|
||||
m_GameObject: {fileID: 130732}
|
||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalPosition: {x: -0.18, y: 0.36, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_Children: []
|
||||
m_Father: {fileID: 403646}
|
||||
@ -109,12 +111,27 @@ Transform:
|
||||
m_PrefabInternal: {fileID: 100100000}
|
||||
m_GameObject: {fileID: 154602}
|
||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0.11}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_Children:
|
||||
- {fileID: 403646}
|
||||
m_Father: {fileID: 0}
|
||||
m_RootOrder: 0
|
||||
--- !u!54 &5402556
|
||||
Rigidbody:
|
||||
m_ObjectHideFlags: 1
|
||||
m_PrefabParentObject: {fileID: 0}
|
||||
m_PrefabInternal: {fileID: 100100000}
|
||||
m_GameObject: {fileID: 170392}
|
||||
serializedVersion: 2
|
||||
m_Mass: 1
|
||||
m_Drag: 0
|
||||
m_AngularDrag: 0.05
|
||||
m_UseGravity: 0
|
||||
m_IsKinematic: 0
|
||||
m_Interpolate: 0
|
||||
m_Constraints: 0
|
||||
m_CollisionDetection: 0
|
||||
--- !u!114 &11434752
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 1
|
||||
@ -141,8 +158,26 @@ MonoBehaviour:
|
||||
Rotator: {fileID: 154602}
|
||||
SpriteWalk: {fileID: 130732}
|
||||
SpriteDash: {fileID: 157058}
|
||||
StepTime: 0
|
||||
JumpSpeed: 0
|
||||
Width: 0.4
|
||||
DashTime: 0.4
|
||||
StepTime: 5
|
||||
JumpSpeed: 5
|
||||
Gravity: 15
|
||||
Speed: 5
|
||||
planet: {fileID: 0}
|
||||
--- !u!136 &13683032
|
||||
CapsuleCollider:
|
||||
m_ObjectHideFlags: 1
|
||||
m_PrefabParentObject: {fileID: 0}
|
||||
m_PrefabInternal: {fileID: 100100000}
|
||||
m_GameObject: {fileID: 170392}
|
||||
m_Material: {fileID: 0}
|
||||
m_IsTrigger: 0
|
||||
m_Enabled: 1
|
||||
m_Radius: 0.77
|
||||
m_Height: 3.37
|
||||
m_Direction: 1
|
||||
m_Center: {x: -0.03, y: 0.35, z: 0}
|
||||
--- !u!212 &21220066
|
||||
SpriteRenderer:
|
||||
m_ObjectHideFlags: 1
|
||||
@ -168,7 +203,7 @@ SpriteRenderer:
|
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m_AutoUVMaxAngle: 89
|
||||
m_LightmapParameters: {fileID: 0}
|
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m_SortingLayerID: 0
|
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m_SortingOrder: 0
|
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m_SortingOrder: 15
|
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m_Sprite: {fileID: 21300000, guid: 028cce0260747214d81db557ec6f37c4, type: 3}
|
||||
m_Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
m_FlipX: 0
|
||||
@ -198,7 +233,7 @@ SpriteRenderer:
|
||||
m_AutoUVMaxAngle: 89
|
||||
m_LightmapParameters: {fileID: 0}
|
||||
m_SortingLayerID: 0
|
||||
m_SortingOrder: 0
|
||||
m_SortingOrder: 15
|
||||
m_Sprite: {fileID: 21300000, guid: 877352de2811c3e46b8b58e2475e07b3, type: 3}
|
||||
m_Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
m_FlipX: 0
|
||||
|
||||
@ -9,9 +9,11 @@ GameObject:
|
||||
m_Component:
|
||||
- 4: {fileID: 427432}
|
||||
- 212: {fileID: 21228928}
|
||||
- 135: {fileID: 13583406}
|
||||
- 54: {fileID: 5455998}
|
||||
m_Layer: 0
|
||||
m_Name: WedgePrefab
|
||||
m_TagString: Untagged
|
||||
m_TagString: Wedge
|
||||
m_Icon: {fileID: 0}
|
||||
m_NavMeshLayer: 0
|
||||
m_StaticEditorFlags: 0
|
||||
@ -56,6 +58,33 @@ Transform:
|
||||
m_Children: []
|
||||
m_Father: {fileID: 411762}
|
||||
m_RootOrder: 0
|
||||
--- !u!54 &5455998
|
||||
Rigidbody:
|
||||
m_ObjectHideFlags: 1
|
||||
m_PrefabParentObject: {fileID: 0}
|
||||
m_PrefabInternal: {fileID: 100100000}
|
||||
m_GameObject: {fileID: 152938}
|
||||
serializedVersion: 2
|
||||
m_Mass: 1
|
||||
m_Drag: 0
|
||||
m_AngularDrag: 0.05
|
||||
m_UseGravity: 0
|
||||
m_IsKinematic: 0
|
||||
m_Interpolate: 0
|
||||
m_Constraints: 0
|
||||
m_CollisionDetection: 0
|
||||
--- !u!135 &13583406
|
||||
SphereCollider:
|
||||
m_ObjectHideFlags: 1
|
||||
m_PrefabParentObject: {fileID: 0}
|
||||
m_PrefabInternal: {fileID: 100100000}
|
||||
m_GameObject: {fileID: 152938}
|
||||
m_Material: {fileID: 0}
|
||||
m_IsTrigger: 1
|
||||
m_Enabled: 1
|
||||
serializedVersion: 2
|
||||
m_Radius: 2
|
||||
m_Center: {x: 0, y: 0, z: 0}
|
||||
--- !u!212 &21228928
|
||||
SpriteRenderer:
|
||||
m_ObjectHideFlags: 1
|
||||
@ -83,7 +112,7 @@ SpriteRenderer:
|
||||
m_SortingLayerID: 0
|
||||
m_SortingOrder: 0
|
||||
m_Sprite: {fileID: 21300000, guid: 967af79000cf76b4287a112b4e30cbea, type: 3}
|
||||
m_Color: {r: 0.78676474, g: 0.12727074, b: 0.12727074, a: 1}
|
||||
m_Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
m_FlipX: 0
|
||||
m_FlipY: 0
|
||||
--- !u!1001 &100100000
|
||||
|
||||
@ -6,24 +6,58 @@ public class Asteroid : MonoBehaviour
|
||||
Vector3 center;
|
||||
public float speed;
|
||||
public float step;
|
||||
public float rotationSpeed = 1.0f;
|
||||
public float rotationDirection = 1.0f;
|
||||
public bool RandomRotationSpeed = true;
|
||||
|
||||
// Use this for initialization
|
||||
void Start()
|
||||
// Use this for initialization
|
||||
public void Start()
|
||||
{
|
||||
speed = Random.Range(0.1F, 2F);
|
||||
print(speed);
|
||||
speed = Random.Range(1.8F, 3F);
|
||||
// print(speed);
|
||||
center = new Vector3(0, 0);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
|
||||
|
||||
if (RandomRotationSpeed)
|
||||
rotationSpeed = 10 * UnityEngine.Random.Range(0.25f, 5f);
|
||||
|
||||
rotationDirection = (Mathf.Floor(UnityEngine.Random.Range(0.0f, 1.99f))*2 - 1);
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
public void Update () {
|
||||
MoveObject(center);
|
||||
|
||||
}
|
||||
|
||||
void MoveObject(Vector3 center)
|
||||
public void MoveObject(Vector3 center)
|
||||
{
|
||||
step = speed * Time.deltaTime;
|
||||
this.transform.position = Vector3.MoveTowards(transform.position, center, step);
|
||||
|
||||
|
||||
|
||||
this.transform.Rotate(new Vector3(0, 0, 1.0f), rotationDirection * rotationSpeed * Time.deltaTime);
|
||||
|
||||
}
|
||||
|
||||
//collider must be set as "isTrigger" in unity for this method to work
|
||||
public void OnTriggerEnter(Collider otherCol)
|
||||
{
|
||||
|
||||
|
||||
if (otherCol.gameObject.tag == "Player")
|
||||
{
|
||||
///Stun the player
|
||||
otherCol.gameObject.GetComponent<Astronaut>().Stun();
|
||||
}
|
||||
if (otherCol.gameObject.tag == "Wedge")
|
||||
{
|
||||
var pmgr = FindObjectOfType<PlanetManager>();
|
||||
pmgr.PushWedge(otherCol.gameObject.transform.parent.eulerAngles.z);
|
||||
Destroy(this.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
85
Assets/Scripts/AsteroidSpawner.cs
Normal file
85
Assets/Scripts/AsteroidSpawner.cs
Normal file
@ -0,0 +1,85 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class AsteroidSpawner : TimerFunctionsClass
|
||||
{
|
||||
|
||||
public float NextSpawnTime = 1.0f;
|
||||
public GameObject AsteroidPrefab1;
|
||||
public GameObject AsteroidPrefab2;
|
||||
public GameObject AsteroidPrefab3;
|
||||
public GameObject AsteroidPrefab4;
|
||||
private List<GameObject> AsteroidPrefabTypes = new List<GameObject>();
|
||||
|
||||
public bool GenerationVersLesjoueurs = false; //random lorsque false;
|
||||
|
||||
// Use this for initialization
|
||||
public void Start ()
|
||||
{
|
||||
|
||||
if (!AsteroidPrefab1 || !AsteroidPrefab2 || !AsteroidPrefab3 || !AsteroidPrefab4)
|
||||
{
|
||||
Destroy(this.gameObject);
|
||||
print("WARNING un type d'asteroide n'est pas defini dans les prefab. Vérifier l'objet avec un component AsteroidSpawner");
|
||||
return;
|
||||
}
|
||||
AsteroidPrefabTypes.Add(AsteroidPrefab1);
|
||||
AsteroidPrefabTypes.Add(AsteroidPrefab2);
|
||||
AsteroidPrefabTypes.Add(AsteroidPrefab3);
|
||||
AsteroidPrefabTypes.Add(AsteroidPrefab4);
|
||||
|
||||
|
||||
if (GenerationVersLesjoueurs) NextSpawnTime = 3 * NextSpawnTime;
|
||||
this.SetTimer(NextSpawnTime, SpawnAsteroidEvent);
|
||||
this.StartTimer();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
public void Update () {
|
||||
base.Update();
|
||||
}
|
||||
|
||||
public void SpawnAsteroidEvent()
|
||||
{
|
||||
if (!GenerationVersLesjoueurs)
|
||||
{
|
||||
// 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);
|
||||
|
||||
|
||||
//0-3
|
||||
var AsteroidType = Mathf.RoundToInt(Mathf.Floor(UnityEngine.Random.Range(0f, 3.999f)));
|
||||
|
||||
//instantiate as child of AsteroidSpawner
|
||||
var a = Instantiate(AsteroidPrefabTypes[AsteroidType], new Vector3(x, y, 0.0f), Quaternion.identity);
|
||||
//a.tranform.parent = this.transform;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
var players = GameObject.FindGameObjectsWithTag("Player");
|
||||
var planet = FindObjectOfType<PlanetManager>();
|
||||
foreach (var p in players)
|
||||
{
|
||||
var playerTheta = Mathf.Atan2(p.transform.position.y, p.transform.position.x);
|
||||
var angle = ( 360.0f + (((playerTheta * 180)) / Mathf.PI)) % 360; ///TODO : a changer pour p.theta
|
||||
print("angle:" + angle);
|
||||
|
||||
var AsteroidType = Mathf.RoundToInt(Mathf.Floor(UnityEngine.Random.Range(0f, 3.999f)));
|
||||
|
||||
Instantiate(AsteroidPrefabTypes[AsteroidType],
|
||||
planet.GetPlanetCoordinatesFromPlayerXY(angle, UnityEngine.Random.Range(10f,15f)),
|
||||
Quaternion.identity);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
//Cooldown untill next random spawn
|
||||
SetTimer(NextSpawnTime, SpawnAsteroidEvent);
|
||||
StartTimer();
|
||||
}
|
||||
}
|
||||
12
Assets/Scripts/AsteroidSpawner.cs.meta
Normal file
12
Assets/Scripts/AsteroidSpawner.cs.meta
Normal file
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 43c82cd8902191d49b45cf914b13e97c
|
||||
timeCreated: 1460125980
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,7 +1,7 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
[RequireComponent(typeof(AstronautAnimator))]
|
||||
|
||||
[RequireComponent(typeof(AstronautAnimator))]
|
||||
public class Astronaut : MonoBehaviour {
|
||||
|
||||
private AstronautAnimator _astronautAnimator;
|
||||
@ -14,8 +14,15 @@ public class Astronaut : MonoBehaviour {
|
||||
public SpriteRenderer SpriteWalk;
|
||||
public GameObject SpriteDash;
|
||||
|
||||
public float Width;
|
||||
public float DashTime = 0.4f; //Temps de l'animation et rate limiting
|
||||
private float lastDashTime = 0f;
|
||||
public float StepTime;
|
||||
public float JumpSpeed;
|
||||
public float Gravity;
|
||||
public float Speed;
|
||||
|
||||
public PlanetManager planet;
|
||||
|
||||
private AstronautState _state;
|
||||
public AstronautState State
|
||||
@ -33,8 +40,8 @@ public class Astronaut : MonoBehaviour {
|
||||
|
||||
if (oldState == AstronautState.Dashing)
|
||||
{
|
||||
SpriteWalk.gameObject.SetActive(true);
|
||||
SpriteDash.gameObject.SetActive(false);
|
||||
SpriteWalk.gameObject.SetActive(false);
|
||||
SpriteDash.gameObject.SetActive(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -42,38 +49,101 @@ public class Astronaut : MonoBehaviour {
|
||||
SpriteDash.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
if (_state == AstronautState.Walking)
|
||||
/*if (_state == AstronautState.Walking)
|
||||
{
|
||||
//StartCoroutine(WalkingStance());
|
||||
_astronautAnimator.Walk();
|
||||
}
|
||||
}*/
|
||||
}
|
||||
}
|
||||
|
||||
private float vSpeed = 0;
|
||||
}
|
||||
|
||||
private float theta = 0;
|
||||
private float height = 0;
|
||||
private float angle = 0;
|
||||
private float vSpeed = 0;
|
||||
private bool grounded = false;
|
||||
|
||||
private float walkTime = 0;
|
||||
private int nextStep = 1;
|
||||
|
||||
private int nextStep = 1;
|
||||
|
||||
// Use this for initialization
|
||||
void Start()
|
||||
{
|
||||
_astronautAnimator = GetComponent<AstronautAnimator>();
|
||||
_astronautAnimator.aspi = this;
|
||||
State = AstronautState.Idle;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
State = AstronautState.Idle;
|
||||
if (!planet)
|
||||
{
|
||||
p if (!planet)
|
||||
{e<PlanetManager>();
|
||||
}
|
||||
State = AstronautState.Idle;
|
||||
//Debug.Log(planet.GetPlanetRadius(0));
|
||||
theta = 0;
|
||||
height = planet.GetPlanetRadius(theta);
|
||||
UpdatePosition();
|
||||
}
|
||||
|
||||
private void UpdatePosition()
|
||||
{
|
||||
//float heightAtPos = planet.GetPlanetRadius(theta);
|
||||
transform.localPosition = new Vector3(0, height, 0);
|
||||
Rotator.transform.localRotation = Quaternion.Euler(0, 0, theta - 108);
|
||||
}
|
||||
|
||||
private float GetGroundRadius()
|
||||
{
|
||||
return GetGroundRadius(theta);
|
||||
}
|
||||
|
||||
private float GetGroundRadius(float theta)
|
||||
{
|
||||
float displacement = PlanetUtilities.GetDisplacementAngle(Width / 2, height);
|
||||
float radius1 = planet.GetPlanetRadius(Repeat(theta + displacement, 360));
|
||||
float radius2 = planet.GetPlanetRadius(Repeat(theta - displacement, 360));
|
||||
//float x1, y1, x2, y2;
|
||||
//PlanetUtilities.Spheric2Cartesian(theta + displacement, height, out x1, out y1);
|
||||
//PlanetUtilities.Spheric2Cartesian(theta - displacement, height, out x2, out y2);
|
||||
//Debug.DrawLine(new Vector3(x1, y1, 0), new Vector3(x2, y2, 0));
|
||||
return Mathf.Max(radius1, radius2);
|
||||
}
|
||||
|
||||
private float Repeat(float num, float limit)
|
||||
{
|
||||
return Mathf.Repeat(num + limit, limit);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
public void Update () {
|
||||
float delta = Time.deltaTime;
|
||||
|
||||
if (!grounded)
|
||||
{
|
||||
height += vSpeed * delta;
|
||||
vSpeed -= Gravity * delta;
|
||||
}
|
||||
|
||||
float radius = GetGroundRadius();
|
||||
if (grounded = (height <= radius))
|
||||
{
|
||||
height = radius;
|
||||
if (State == AstronautState.Jumping)
|
||||
State = AstronautState.Idle;
|
||||
}
|
||||
|
||||
UpdatePosition();
|
||||
|
||||
//float x, y;
|
||||
//
|
||||
//PlanetUtilities.Spheric2Cartesian(theta, heightAtPos, out x, out y);
|
||||
//
|
||||
//
|
||||
|
||||
/*
|
||||
if (State == AstronautState.Walking)
|
||||
{
|
||||
walkTime += Time.deltaTime / StepTime;
|
||||
Vector3 rotation = transform.rotation.eulerAngles;
|
||||
rotation.z = Mathf.Sin(walkTime * Mathf.PI)*50;
|
||||
transform.rotation = Quaternion.Euler(rotation);
|
||||
Debug.Log(rotation.z);
|
||||
rotation.z = Mathf.Sin(walkTime * Mathf.PI)*50; transform.rotation = Quaternion.Euler(rotation);
|
||||
}*/
|
||||
|
||||
/*
|
||||
@ -94,8 +164,8 @@ public class Astronaut : MonoBehaviour {
|
||||
case AstronautState.Walking:
|
||||
|
||||
break;
|
||||
}
|
||||
*/
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
public void Move(float x, float y)
|
||||
@ -115,22 +185,74 @@ public class Astronaut : MonoBehaviour {
|
||||
walkTime = 0f;
|
||||
}
|
||||
}
|
||||
|
||||
if (State < AstronautState.Dashing)
|
||||
{
|
||||
if (-0.2 < x && x < 0.2) return;
|
||||
//Debug.Log(x + " " + Speed + " " + height);
|
||||
float movement = PlanetUtilities.GetDisplacementAngle(Speed * -x, height) * Time.deltaTime;
|
||||
//Debug.Log("Moving! - " + height);
|
||||
//Debug.Log("Daaa - " + movement);
|
||||
float newTheta = (360 + theta + movement) % 360; // angle positif
|
||||
|
||||
float newHeight = GetGroundRadius(newTheta);
|
||||
if (newHeight > height)
|
||||
{
|
||||
Debug.Log("Blocked by wall");
|
||||
return; // Blocked by wall
|
||||
}
|
||||
|
||||
theta = newTheta;
|
||||
}
|
||||
if (State == AstronautState.Dashing && grounded)
|
||||
{
|
||||
//TODO arreter mouvelement lateral
|
||||
State=AstronautState.Idle;
|
||||
}
|
||||
}
|
||||
|
||||
public void Jump()
|
||||
{
|
||||
if (_state >= AstronautState.Ejecting)
|
||||
if (State >= AstronautState.Ejecting)
|
||||
return;
|
||||
_astronautAnimator.Jump();
|
||||
if (State == AstronautState.Jumping)
|
||||
{
|
||||
Dash();
|
||||
State=AstronautState.Dashing; //TODO relacher l'état Dashing
|
||||
return;
|
||||
|
||||
}
|
||||
if (!grounded) return;
|
||||
vSpeed = JumpSpeed;
|
||||
grounded = false;
|
||||
State = AstronautState.Jumping;
|
||||
}
|
||||
|
||||
public void Dash()
|
||||
{
|
||||
if (_state >= AstronautState.Ejecting)
|
||||
return;
|
||||
|
||||
iS(Time.time < DashTime + lastDashTime)
|
||||
return;
|
||||
|
||||
if (_state >= AstronautState.Ejecting)
|
||||
return;
|
||||
|
||||
lastDashTime = Time.time;
|
||||
planet.PushWedge(this.theta);
|
||||
}
|
||||
|
||||
public void OnGUI()
|
||||
/// <summary>
|
||||
/// A character is stunned when hit by asteroid.
|
||||
/// </summary>
|
||||
public void Stun()
|
||||
{
|
||||
print("Stunned");
|
||||
}
|
||||
|
||||
|
||||
|
||||
public void OnGUI()
|
||||
{
|
||||
if (GUI.Button(new Rect(10, 10, 150, 50), "Jump"))
|
||||
{
|
||||
@ -153,28 +275,11 @@ public class Astronaut : MonoBehaviour {
|
||||
|
||||
if (GUI.Button(new Rect(10, 190, 150, 50), "Eject"))
|
||||
{
|
||||
Debug.Log("Clicked the 4th button");
|
||||
_astronautAnimator.Eject();
|
||||
}
|
||||
}
|
||||
/*
|
||||
IEnumerator WalkingStance()
|
||||
{
|
||||
Debug.Log("walking stance");
|
||||
walkTime += Time.deltaTime / StepTime;
|
||||
while (State <= AstronautState.Walking || walkTime <= 1f)
|
||||
{
|
||||
Vector3 rotation = transform.rotation.eulerAngles;
|
||||
rotation.z = Mathf.Sin(walkTime*Mathf.PI)*50;
|
||||
//print("rotation " + rotation);
|
||||
transform.rotation = Quaternion.Euler(rotation);
|
||||
yield return null;
|
||||
Debug.Lif(State == AstronautState.Walking)
|
||||
{ StartCoroutine("WalkingStance");
|
||||
}
|
||||
|
||||
walkTime = 0f;
|
||||
if(State == AstronautState.Walking)
|
||||
{
|
||||
StartCoroutine("WalkingStance");
|
||||
}
|
||||
}*/
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
@ -2,15 +2,15 @@
|
||||
using System.Collections;
|
||||
using InputHandler;
|
||||
|
||||
[RequireComponent(typeof(Astronaut))]
|
||||
[RequireComponent(typeof(Astronaut))]
|
||||
public class AstronautController : MonoBehaviour {
|
||||
|
||||
private Astronaut _astronaut;
|
||||
|
||||
public int PlayerNumber;
|
||||
|
||||
// Use this for initialization
|
||||
void Start()
|
||||
// Use this for initialization
|
||||
public void Start()
|
||||
{
|
||||
InputManager.Instance.PushActiveContext("Gameplay", PlayerNumber);
|
||||
InputManager.Instance.AddCallback(PlayerNumber, HandlePlayerAxis);
|
||||
@ -49,11 +49,17 @@ public class AstronautController : MonoBehaviour {
|
||||
|
||||
_astronaut.Move(xValue, yValue);
|
||||
|
||||
if (input.Ranges.ContainsKey("Dash"))
|
||||
{
|
||||
if(input.Ranges["Dash"] > 0.8f)
|
||||
_astronaut.Dash();
|
||||
}
|
||||
|
||||
// le dash se fait par double jump avec un state change.
|
||||
|
||||
//if (input.Ranges.ContainsKey("Dash"))
|
||||
//{
|
||||
// if (input.Ranges["Dash"] > 0.8f)
|
||||
// {
|
||||
// _astronaut.Dash();
|
||||
// }
|
||||
|
||||
//}
|
||||
}
|
||||
|
||||
private void HandlePlayerButtons(MappedInput input)
|
||||
@ -65,5 +71,5 @@ public class AstronautController : MonoBehaviour {
|
||||
_astronaut.Jump();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
@ -3,31 +3,59 @@ using System.Collections;
|
||||
|
||||
public class Earthquake : MonoBehaviour {
|
||||
int gaugeLevel;
|
||||
const int gaugeMax=4;
|
||||
const int gaugeMax=100;
|
||||
|
||||
// Use this for initialization
|
||||
void Start()
|
||||
public void Start()
|
||||
{
|
||||
gaugeLevel = 0;
|
||||
InvokeRepeating("fillGauge", 1, 1F);
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
InvokeRepeating("FillGauge", 1, 1F);
|
||||
|
||||
}
|
||||
|
||||
void fillGauge()
|
||||
// Update is called once per frame
|
||||
public void Update () {
|
||||
|
||||
}
|
||||
|
||||
/// <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
|
||||
{
|
||||
gaugeLevel = 0;
|
||||
|
||||
}
|
||||
print("gauge is at: " + gaugeLevel);
|
||||
print("gauge is at: " + gaugeLevel);
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
@ -10,16 +10,15 @@ public class PlanetManager : MonoBehaviour
|
||||
public float TailleCartiersEnDegres = 0; //radian -> valeurs 0 a 360
|
||||
public float CartierResetRatioSpeedFactor = 0.23f; //Entre 0.05 et 1 ou plus on aime que ca restore lentement, randomnly
|
||||
public bool CartierResetRatioSpeedRandomize = true;
|
||||
public bool CartierResetOverTime = true;
|
||||
public float CartierMinRatio = 0.4f;
|
||||
public float CartierMaxRatio = 2.0f;
|
||||
public float CartierStepSize = 0.25f;
|
||||
public GameObject WedgePrefab = null;
|
||||
public List<Wedge> wedges = new List<Wedge>();
|
||||
|
||||
|
||||
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
public void Awake () {
|
||||
TailleCartiersEnDegres = 360.0f / NbCartiers;
|
||||
|
||||
for(int i = 0; i < NbCartiers; i++)
|
||||
@ -27,7 +26,6 @@ public class PlanetManager : MonoBehaviour
|
||||
float debutAngleTheta = i* TailleCartiersEnDegres;
|
||||
var w = new Wedge() {tMin = debutAngleTheta, tMax = debutAngleTheta + TailleCartiersEnDegres};
|
||||
|
||||
|
||||
//float angle = i * Mathf.PI * 2 / NbCartiers * 360;
|
||||
//var wedgePos = GetPlanetCoordinatesFromPlayerXY(debutAngleTheta, 0);
|
||||
// wedgePos.x -= Mathf.Cos(debutAngleTheta * Mathf.PI / 180);
|
||||
@ -37,17 +35,17 @@ public class PlanetManager : MonoBehaviour
|
||||
w.sprite = GameObject.Find(obj.name);
|
||||
wedges.Add(w); //pushes at end.
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
|
||||
// Update is called once per frame
|
||||
public void Update () {
|
||||
|
||||
|
||||
}
|
||||
|
||||
void FixedUpdate()
|
||||
public void FixedUpdate()
|
||||
{
|
||||
if (!this.CartierResetOverTime) return;
|
||||
//Ramener les plateforme vers leur position initiale 0;
|
||||
|
||||
foreach (var w in wedges)
|
||||
@ -81,40 +79,37 @@ public class PlanetManager : MonoBehaviour
|
||||
|
||||
w.sprite.transform.localScale = new Vector3(w.offset, w.offset,1.0f);
|
||||
}
|
||||
|
||||
//TODO_SR For each player
|
||||
}
|
||||
|
||||
public void PushWedge(float thetaPlayerX)
|
||||
{
|
||||
var index = GetWedgeIndex(thetaPlayerX);
|
||||
var w = wedges[index];
|
||||
var index = GetWedgeIndex(thetaPlayerX);
|
||||
var w = wedges[index];
|
||||
|
||||
w.offset = w.offset - CartierStepSize;
|
||||
if (w.offset < CartierMinRatio)
|
||||
w.offset = 0.5f;
|
||||
w.offset = w.offset - CartierStepSize;
|
||||
if (w.offset < CartierMinRatio)
|
||||
w.offset = CartierMinRatio;
|
||||
|
||||
|
||||
w.sprite.transform.localScale = new Vector3(w.offset, w.offset, 1);
|
||||
w.sprite.transform.localScale = new Vector3(w.offset, w.offset, 1);
|
||||
|
||||
//push back l'opposée
|
||||
var indexOppose = GetWedgeOpposé(index);
|
||||
var v = wedges[indexOppose];
|
||||
//push back l'opposée
|
||||
var indexOppose = GetWedgeOpposé(index);
|
||||
var v = wedges[indexOppose];
|
||||
|
||||
v.offset = v.offset + CartierStepSize;
|
||||
if (v.offset > CartierMaxRatio)
|
||||
v.offset = 1.5f;
|
||||
v.offset = v.offset + CartierStepSize;
|
||||
if (v.offset > CartierMaxRatio)
|
||||
v.offset = CartierMaxRatio;
|
||||
|
||||
v.sprite.transform.localScale = new Vector3(v.offset, v.offset, 1);
|
||||
v.sprite.transform.localScale = new Vector3(v.offset, v.offset, 1);
|
||||
}
|
||||
|
||||
|
||||
//public void PushWedge(float thetaPlayerX)
|
||||
//{
|
||||
// var index = GetWedgeIndex(thetaPlayerX);
|
||||
// var w = wedges[index];
|
||||
|
||||
|
||||
|
||||
// w.offset = w.offset - 0.5f;
|
||||
// if (w.offset < -1.0f)
|
||||
// w.offset = -1.0f;
|
||||
@ -129,7 +124,6 @@ public class PlanetManager : MonoBehaviour
|
||||
// wedgePos.x -= Mathf.Cos(angle * Mathf.PI / 180) - 50 * w.offset * Mathf.Cos(angle * Mathf.PI / 180);
|
||||
// wedgePos.y -= Mathf.Sin(angle * Mathf.PI / 180) - 50 * w.offset * Mathf.Sin(angle * Mathf.PI / 180);
|
||||
|
||||
|
||||
// w.sprite.transform.position = Vector3.Lerp(normalPos, wedgePos, Time.deltaTime);
|
||||
|
||||
// ///push back l'opposée
|
||||
@ -150,13 +144,10 @@ public class PlanetManager : MonoBehaviour
|
||||
// wedgePos.x -= Mathf.Cos(angle * Mathf.PI / 180) - 50 * v.offset * Mathf.Cos(angle * Mathf.PI / 180);
|
||||
// wedgePos.y -= Mathf.Sin(angle * Mathf.PI / 180) - 50 * v.offset * Mathf.Sin(angle * Mathf.PI / 180);
|
||||
|
||||
|
||||
// v.sprite.transform.position = Vector3.Lerp(normalPos, wedgePos, Time.deltaTime);
|
||||
|
||||
|
||||
//}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Radius sphere est scale/2
|
||||
/// </summary>
|
||||
@ -170,25 +161,21 @@ public class PlanetManager : MonoBehaviour
|
||||
/// Radius sphere est scale/2
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public float GetPlanetRadius(float thetaPlayerX)
|
||||
{
|
||||
var wedge = GetWedgeFromTheta(thetaPlayerX);
|
||||
return GetPlanetRadius() * wedge.offset;
|
||||
}
|
||||
|
||||
|
||||
|
||||
public float GetPlanetRadius(float thetaPlayerX)
|
||||
{
|
||||
var wedge = GetWedgeFromTheta(thetaPlayerX);
|
||||
return GetPlanetRadius() * wedge.offset;
|
||||
}
|
||||
public Vector3 GetPlanetCoordinatesFromPlayerXY(float playerLocalX, float playerLocalY)
|
||||
{
|
||||
var theta = playerLocalX;
|
||||
var wedgeRadius = GetPlanetRadius(playerLocalX);
|
||||
var wedgeRadius = GetPlanetRadius(playerLocalX) + playerLocalY;
|
||||
var x = wedgeRadius * Mathf.Cos(theta * Mathf.PI / 180);
|
||||
var y = wedgeRadius * Mathf.Sin(theta * Mathf.PI / 180) + playerLocalY;
|
||||
var y = wedgeRadius * Mathf.Sin(theta * Mathf.PI / 180) ;
|
||||
|
||||
return new Vector3(x, y, 0);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// retourn le no de plateforme
|
||||
/// </summary>
|
||||
@ -209,7 +196,6 @@ public class PlanetManager : MonoBehaviour
|
||||
return (wedgeIndex + NbCartiers / 2) % (NbCartiers);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// retourne l'objet interne
|
||||
/// </summary>
|
||||
@ -217,7 +203,7 @@ public class PlanetManager : MonoBehaviour
|
||||
/// <returns></returns>
|
||||
public Wedge GetWedgeFromTheta(float thetaPlayerX)
|
||||
{
|
||||
return wedges[GetWedgeIndex(thetaPlayerX)];
|
||||
return wedges[GetWedgeIndex(thetaPlayerX % 360)];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -232,5 +218,4 @@ public class PlanetManager : MonoBehaviour
|
||||
public GameObject sprite; //sprite et collider 2D
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -11,6 +11,6 @@ public class PlanetUtilities {
|
||||
|
||||
public static float GetDisplacementAngle(float delta, float radius)
|
||||
{
|
||||
return Mathf.Rad2Deg * radius / delta;
|
||||
return Mathf.Rad2Deg * delta / radius;
|
||||
}
|
||||
}
|
||||
|
||||
@ -4,13 +4,12 @@ using System.Collections;
|
||||
|
||||
public class testRotate : MonoBehaviour {
|
||||
|
||||
|
||||
|
||||
public float fireRate = 0.2f;
|
||||
private float lastShot = 0.0f;
|
||||
private float speed = 33.2f;
|
||||
private float speed = 33.2f;
|
||||
public bool check;
|
||||
|
||||
void Update()
|
||||
public void Update()
|
||||
{
|
||||
if(Input.GetKeyDown("space") || Input.GetKey("s"))
|
||||
{
|
||||
@ -41,23 +40,23 @@ public class testRotate : MonoBehaviour {
|
||||
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Juste pour tester le mouvement du player autour du cercle.
|
||||
/// Le player se déplace de gauche a droite en x et la valeur de x représente l'angle theta
|
||||
/// saute en y
|
||||
/// </summary>
|
||||
void FixedUpdate()
|
||||
public void FixedUpdate()
|
||||
{
|
||||
|
||||
var theta = Time.realtimeSinceStartup * speed % 360.0f; // Position X du player = angle theta
|
||||
|
||||
var theta = Time.realtimeSinceStartup * speed % 360.0f; // Position X du player = angle theta
|
||||
if (check) theta = 0;
|
||||
|
||||
var planet = GameObject.Find("Planet").gameObject.GetComponent<PlanetManager>();
|
||||
|
||||
@ -68,10 +67,11 @@ public class testRotate : MonoBehaviour {
|
||||
// var x = r * Mathf.Cos(theta * Mathf.PI / 180);
|
||||
// var y = r * Mathf.Sin(theta * Mathf.PI / 180); // + y0 du player
|
||||
|
||||
var player = GameObject.Find("CubePlayer").gameObject;
|
||||
|
||||
// var player = GameObject.Find("CubePlayer").gameObject;
|
||||
|
||||
//Vector3 pos = planet.GetPlanetCoordinatesFromPlayerXY(theta, 0f);
|
||||
//player.transform.position = Vector3.Lerp(player.transform.position, new Vector3(x, y, 0 ), Time.deltaTime);
|
||||
player.transform.position = Vector3.Lerp(player.transform.position,
|
||||
planet.GetPlanetCoordinatesFromPlayerXY(theta, 0f), Time.fixedDeltaTime);
|
||||
//player.transform.position = Vector3.Lerp(player.transform.position,
|
||||
// planet.GetPlanetCoordinatesFromPlayerXY(theta, 0f), Time.fixedDeltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
395
Assets/Test/SR_Player.unity
Normal file
395
Assets/Test/SR_Player.unity
Normal file
@ -0,0 +1,395 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!29 &1
|
||||
SceneSettings:
|
||||
m_ObjectHideFlags: 0
|
||||
m_PVSData:
|
||||
m_PVSObjectsArray: []
|
||||
m_PVSPortalsArray: []
|
||||
m_OcclusionBakeSettings:
|
||||
smallestOccluder: 5
|
||||
smallestHole: 0.25
|
||||
backfaceThreshold: 100
|
||||
--- !u!104 &2
|
||||
RenderSettings:
|
||||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 6
|
||||
m_Fog: 0
|
||||
m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
|
||||
m_FogMode: 3
|
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Loading…
x
Reference in New Issue
Block a user