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:
commit
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|
||||||
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_FlipX: 0
|
||||||
m_FlipY: 0
|
m_FlipY: 0
|
||||||
--- !u!1001 &100100000
|
--- !u!1001 &100100000
|
||||||
|
|||||||
@ -6,24 +6,58 @@ public class Asteroid : MonoBehaviour
|
|||||||
Vector3 center;
|
Vector3 center;
|
||||||
public float speed;
|
public float speed;
|
||||||
public float step;
|
public float step;
|
||||||
|
public float rotationSpeed = 1.0f;
|
||||||
|
public float rotationDirection = 1.0f;
|
||||||
|
public bool RandomRotationSpeed = true;
|
||||||
|
|
||||||
// Use this for initialization
|
// Use this for initialization
|
||||||
void Start()
|
public void Start()
|
||||||
{
|
{
|
||||||
speed = Random.Range(0.1F, 2F);
|
speed = Random.Range(1.8F, 3F);
|
||||||
print(speed);
|
// print(speed);
|
||||||
center = new Vector3(0, 0);
|
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);
|
MoveObject(center);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void MoveObject(Vector3 center)
|
public void MoveObject(Vector3 center)
|
||||||
{
|
{
|
||||||
step = speed * Time.deltaTime;
|
step = speed * Time.deltaTime;
|
||||||
this.transform.position = Vector3.MoveTowards(transform.position, center, step);
|
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:
|
||||||
@ -14,8 +14,15 @@ public class Astronaut : MonoBehaviour {
|
|||||||
public SpriteRenderer SpriteWalk;
|
public SpriteRenderer SpriteWalk;
|
||||||
public GameObject SpriteDash;
|
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 StepTime;
|
||||||
public float JumpSpeed;
|
public float JumpSpeed;
|
||||||
|
public float Gravity;
|
||||||
|
public float Speed;
|
||||||
|
|
||||||
|
public PlanetManager planet;
|
||||||
|
|
||||||
private AstronautState _state;
|
private AstronautState _state;
|
||||||
public AstronautState State
|
public AstronautState State
|
||||||
@ -33,8 +40,8 @@ public class Astronaut : MonoBehaviour {
|
|||||||
|
|
||||||
if (oldState == AstronautState.Dashing)
|
if (oldState == AstronautState.Dashing)
|
||||||
{
|
{
|
||||||
SpriteWalk.gameObject.SetActive(true);
|
SpriteWalk.gameObject.SetActive(false);
|
||||||
SpriteDash.gameObject.SetActive(false);
|
SpriteDash.gameObject.SetActive(true);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
@ -42,17 +49,19 @@ public class Astronaut : MonoBehaviour {
|
|||||||
SpriteDash.gameObject.SetActive(false);
|
SpriteDash.gameObject.SetActive(false);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (_state == AstronautState.Walking)
|
/*if (_state == AstronautState.Walking)
|
||||||
{
|
{
|
||||||
//StartCoroutine(WalkingStance());
|
//StartCoroutine(WalkingStance());
|
||||||
_astronautAnimator.Walk();
|
_astronautAnimator.Walk();
|
||||||
}
|
}*/
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private float vSpeed = 0;
|
private float theta = 0;
|
||||||
private float height = 0;
|
private float height = 0;
|
||||||
private float angle = 0;
|
private float vSpeed = 0;
|
||||||
|
private bool grounded = false;
|
||||||
|
|
||||||
private float walkTime = 0;
|
private float walkTime = 0;
|
||||||
private int nextStep = 1;
|
private int nextStep = 1;
|
||||||
|
|
||||||
@ -62,18 +71,79 @@ public class Astronaut : MonoBehaviour {
|
|||||||
_astronautAnimator = GetComponent<AstronautAnimator>();
|
_astronautAnimator = GetComponent<AstronautAnimator>();
|
||||||
_astronautAnimator.aspi = this;
|
_astronautAnimator.aspi = this;
|
||||||
State = AstronautState.Idle;
|
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();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
private void UpdatePosition()
|
||||||
void Update () {
|
{
|
||||||
|
//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)
|
if (State == AstronautState.Walking)
|
||||||
{
|
{
|
||||||
walkTime += Time.deltaTime / StepTime;
|
walkTime += Time.deltaTime / StepTime;
|
||||||
Vector3 rotation = transform.rotation.eulerAngles;
|
Vector3 rotation = transform.rotation.eulerAngles;
|
||||||
rotation.z = Mathf.Sin(walkTime * Mathf.PI)*50;
|
rotation.z = Mathf.Sin(walkTime * Mathf.PI)*50; transform.rotation = Quaternion.Euler(rotation);
|
||||||
transform.rotation = Quaternion.Euler(rotation);
|
|
||||||
Debug.Log(rotation.z);
|
|
||||||
}*/
|
}*/
|
||||||
|
|
||||||
/*
|
/*
|
||||||
@ -115,22 +185,74 @@ public class Astronaut : MonoBehaviour {
|
|||||||
walkTime = 0f;
|
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()
|
public void Jump()
|
||||||
{
|
{
|
||||||
if (_state >= AstronautState.Ejecting)
|
if (State >= AstronautState.Ejecting)
|
||||||
return;
|
return;
|
||||||
_astronautAnimator.Jump();
|
_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()
|
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"))
|
if (GUI.Button(new Rect(10, 10, 150, 50), "Jump"))
|
||||||
{
|
{
|
||||||
@ -153,26 +275,9 @@ public class Astronaut : MonoBehaviour {
|
|||||||
|
|
||||||
if (GUI.Button(new Rect(10, 190, 150, 50), "Eject"))
|
if (GUI.Button(new Rect(10, 190, 150, 50), "Eject"))
|
||||||
{
|
{
|
||||||
Debug.Log("Clicked the 4th button");
|
Debug.Lif(State == AstronautState.Walking)
|
||||||
_astronautAnimator.Eject();
|
{ StartCoroutine("WalkingStance");
|
||||||
}
|
|
||||||
}
|
|
||||||
/*
|
|
||||||
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;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
walkTime = 0f;
|
|
||||||
if(State == AstronautState.Walking)
|
|
||||||
{
|
{
|
||||||
StartCoroutine("WalkingStance");
|
StartCoroutine("WalkingStance");
|
||||||
}
|
}
|
||||||
|
|||||||
@ -9,8 +9,8 @@ public class AstronautController : MonoBehaviour {
|
|||||||
|
|
||||||
public int PlayerNumber;
|
public int PlayerNumber;
|
||||||
|
|
||||||
// Use this for initialization
|
// Use this for initialization
|
||||||
void Start()
|
public void Start()
|
||||||
{
|
{
|
||||||
InputManager.Instance.PushActiveContext("Gameplay", PlayerNumber);
|
InputManager.Instance.PushActiveContext("Gameplay", PlayerNumber);
|
||||||
InputManager.Instance.AddCallback(PlayerNumber, HandlePlayerAxis);
|
InputManager.Instance.AddCallback(PlayerNumber, HandlePlayerAxis);
|
||||||
@ -49,11 +49,17 @@ public class AstronautController : MonoBehaviour {
|
|||||||
|
|
||||||
_astronaut.Move(xValue, yValue);
|
_astronaut.Move(xValue, yValue);
|
||||||
|
|
||||||
if (input.Ranges.ContainsKey("Dash"))
|
|
||||||
{
|
// le dash se fait par double jump avec un state change.
|
||||||
if(input.Ranges["Dash"] > 0.8f)
|
|
||||||
_astronaut.Dash();
|
//if (input.Ranges.ContainsKey("Dash"))
|
||||||
}
|
//{
|
||||||
|
// if (input.Ranges["Dash"] > 0.8f)
|
||||||
|
// {
|
||||||
|
// _astronaut.Dash();
|
||||||
|
// }
|
||||||
|
|
||||||
|
//}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void HandlePlayerButtons(MappedInput input)
|
private void HandlePlayerButtons(MappedInput input)
|
||||||
|
|||||||
@ -3,31 +3,59 @@ using System.Collections;
|
|||||||
|
|
||||||
public class Earthquake : MonoBehaviour {
|
public class Earthquake : MonoBehaviour {
|
||||||
int gaugeLevel;
|
int gaugeLevel;
|
||||||
const int gaugeMax=4;
|
const int gaugeMax=100;
|
||||||
|
|
||||||
// Use this for initialization
|
// Use this for initialization
|
||||||
void Start()
|
public void Start()
|
||||||
{
|
{
|
||||||
gaugeLevel = 0;
|
gaugeLevel = 0;
|
||||||
InvokeRepeating("fillGauge", 1, 1F);
|
InvokeRepeating("FillGauge", 1, 1F);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update () {
|
public void Update () {
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void fillGauge()
|
/// <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)
|
if (gaugeLevel < gaugeMax)
|
||||||
{
|
{
|
||||||
gaugeLevel += 1;
|
gaugeLevel += 1;
|
||||||
|
|
||||||
|
|
||||||
|
//anim state [0-90] normale, rotation
|
||||||
|
|
||||||
|
//color hue de plus en plus vers le rouge
|
||||||
|
|
||||||
|
//[90-100]
|
||||||
|
//anim avec les ripples
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
gaugeLevel = 0;
|
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 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 float CartierResetRatioSpeedFactor = 0.23f; //Entre 0.05 et 1 ou plus on aime que ca restore lentement, randomnly
|
||||||
public bool CartierResetRatioSpeedRandomize = true;
|
public bool CartierResetRatioSpeedRandomize = true;
|
||||||
|
public bool CartierResetOverTime = true;
|
||||||
public float CartierMinRatio = 0.4f;
|
public float CartierMinRatio = 0.4f;
|
||||||
public float CartierMaxRatio = 2.0f;
|
public float CartierMaxRatio = 2.0f;
|
||||||
public float CartierStepSize = 0.25f;
|
public float CartierStepSize = 0.25f;
|
||||||
public GameObject WedgePrefab = null;
|
public GameObject WedgePrefab = null;
|
||||||
public List<Wedge> wedges = new List<Wedge>();
|
public List<Wedge> wedges = new List<Wedge>();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// Use this for initialization
|
// Use this for initialization
|
||||||
void Start () {
|
public void Awake () {
|
||||||
TailleCartiersEnDegres = 360.0f / NbCartiers;
|
TailleCartiersEnDegres = 360.0f / NbCartiers;
|
||||||
|
|
||||||
for(int i = 0; i < NbCartiers; i++)
|
for(int i = 0; i < NbCartiers; i++)
|
||||||
@ -27,7 +26,6 @@ public class PlanetManager : MonoBehaviour
|
|||||||
float debutAngleTheta = i* TailleCartiersEnDegres;
|
float debutAngleTheta = i* TailleCartiersEnDegres;
|
||||||
var w = new Wedge() {tMin = debutAngleTheta, tMax = debutAngleTheta + TailleCartiersEnDegres};
|
var w = new Wedge() {tMin = debutAngleTheta, tMax = debutAngleTheta + TailleCartiersEnDegres};
|
||||||
|
|
||||||
|
|
||||||
//float angle = i * Mathf.PI * 2 / NbCartiers * 360;
|
//float angle = i * Mathf.PI * 2 / NbCartiers * 360;
|
||||||
//var wedgePos = GetPlanetCoordinatesFromPlayerXY(debutAngleTheta, 0);
|
//var wedgePos = GetPlanetCoordinatesFromPlayerXY(debutAngleTheta, 0);
|
||||||
// wedgePos.x -= Mathf.Cos(debutAngleTheta * Mathf.PI / 180);
|
// wedgePos.x -= Mathf.Cos(debutAngleTheta * Mathf.PI / 180);
|
||||||
@ -37,17 +35,17 @@ public class PlanetManager : MonoBehaviour
|
|||||||
w.sprite = GameObject.Find(obj.name);
|
w.sprite = GameObject.Find(obj.name);
|
||||||
wedges.Add(w); //pushes at end.
|
wedges.Add(w); //pushes at end.
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update () {
|
public void Update () {
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void FixedUpdate()
|
public void FixedUpdate()
|
||||||
{
|
{
|
||||||
|
if (!this.CartierResetOverTime) return;
|
||||||
//Ramener les plateforme vers leur position initiale 0;
|
//Ramener les plateforme vers leur position initiale 0;
|
||||||
|
|
||||||
foreach (var w in wedges)
|
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);
|
w.sprite.transform.localScale = new Vector3(w.offset, w.offset,1.0f);
|
||||||
}
|
}
|
||||||
|
//TODO_SR For each player
|
||||||
}
|
}
|
||||||
|
|
||||||
public void PushWedge(float thetaPlayerX)
|
public void PushWedge(float thetaPlayerX)
|
||||||
{
|
{
|
||||||
var index = GetWedgeIndex(thetaPlayerX);
|
var index = GetWedgeIndex(thetaPlayerX);
|
||||||
var w = wedges[index];
|
var w = wedges[index];
|
||||||
|
|
||||||
w.offset = w.offset - CartierStepSize;
|
w.offset = w.offset - CartierStepSize;
|
||||||
if (w.offset < CartierMinRatio)
|
if (w.offset < CartierMinRatio)
|
||||||
w.offset = 0.5f;
|
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
|
//push back l'opposée
|
||||||
var indexOppose = GetWedgeOpposé(index);
|
var indexOppose = GetWedgeOpposé(index);
|
||||||
var v = wedges[indexOppose];
|
var v = wedges[indexOppose];
|
||||||
|
|
||||||
v.offset = v.offset + CartierStepSize;
|
v.offset = v.offset + CartierStepSize;
|
||||||
if (v.offset > CartierMaxRatio)
|
if (v.offset > CartierMaxRatio)
|
||||||
v.offset = 1.5f;
|
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)
|
//public void PushWedge(float thetaPlayerX)
|
||||||
//{
|
//{
|
||||||
// var index = GetWedgeIndex(thetaPlayerX);
|
// var index = GetWedgeIndex(thetaPlayerX);
|
||||||
// var w = wedges[index];
|
// var w = wedges[index];
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// w.offset = w.offset - 0.5f;
|
// w.offset = w.offset - 0.5f;
|
||||||
// if (w.offset < -1.0f)
|
// if (w.offset < -1.0f)
|
||||||
// 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.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);
|
// 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);
|
// w.sprite.transform.position = Vector3.Lerp(normalPos, wedgePos, Time.deltaTime);
|
||||||
|
|
||||||
// ///push back l'opposée
|
// ///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.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);
|
// 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);
|
// v.sprite.transform.position = Vector3.Lerp(normalPos, wedgePos, Time.deltaTime);
|
||||||
|
|
||||||
|
|
||||||
//}
|
//}
|
||||||
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Radius sphere est scale/2
|
/// Radius sphere est scale/2
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@ -170,25 +161,21 @@ public class PlanetManager : MonoBehaviour
|
|||||||
/// Radius sphere est scale/2
|
/// Radius sphere est scale/2
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <returns></returns>
|
/// <returns></returns>
|
||||||
public float GetPlanetRadius(float thetaPlayerX)
|
public float GetPlanetRadius(float thetaPlayerX)
|
||||||
{
|
{
|
||||||
var wedge = GetWedgeFromTheta(thetaPlayerX);
|
var wedge = GetWedgeFromTheta(thetaPlayerX);
|
||||||
return GetPlanetRadius() * wedge.offset;
|
return GetPlanetRadius() * wedge.offset;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
public Vector3 GetPlanetCoordinatesFromPlayerXY(float playerLocalX, float playerLocalY)
|
public Vector3 GetPlanetCoordinatesFromPlayerXY(float playerLocalX, float playerLocalY)
|
||||||
{
|
{
|
||||||
var theta = playerLocalX;
|
var theta = playerLocalX;
|
||||||
var wedgeRadius = GetPlanetRadius(playerLocalX);
|
var wedgeRadius = GetPlanetRadius(playerLocalX) + playerLocalY;
|
||||||
var x = wedgeRadius * Mathf.Cos(theta * Mathf.PI / 180);
|
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);
|
return new Vector3(x, y, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// retourn le no de plateforme
|
/// retourn le no de plateforme
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@ -209,7 +196,6 @@ public class PlanetManager : MonoBehaviour
|
|||||||
return (wedgeIndex + NbCartiers / 2) % (NbCartiers);
|
return (wedgeIndex + NbCartiers / 2) % (NbCartiers);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// retourne l'objet interne
|
/// retourne l'objet interne
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@ -217,7 +203,7 @@ public class PlanetManager : MonoBehaviour
|
|||||||
/// <returns></returns>
|
/// <returns></returns>
|
||||||
public Wedge GetWedgeFromTheta(float thetaPlayerX)
|
public Wedge GetWedgeFromTheta(float thetaPlayerX)
|
||||||
{
|
{
|
||||||
return wedges[GetWedgeIndex(thetaPlayerX)];
|
return wedges[GetWedgeIndex(thetaPlayerX % 360)];
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@ -232,5 +218,4 @@ public class PlanetManager : MonoBehaviour
|
|||||||
public GameObject sprite; //sprite et collider 2D
|
public GameObject sprite; //sprite et collider 2D
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@ -11,6 +11,6 @@ public class PlanetUtilities {
|
|||||||
|
|
||||||
public static float GetDisplacementAngle(float delta, float radius)
|
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 class testRotate : MonoBehaviour {
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
public float fireRate = 0.2f;
|
public float fireRate = 0.2f;
|
||||||
private float lastShot = 0.0f;
|
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"))
|
if(Input.GetKeyDown("space") || Input.GetKey("s"))
|
||||||
{
|
{
|
||||||
@ -53,11 +52,11 @@ public class testRotate : MonoBehaviour {
|
|||||||
/// Le player se déplace de gauche a droite en x et la valeur de x représente l'angle theta
|
/// Le player se déplace de gauche a droite en x et la valeur de x représente l'angle theta
|
||||||
/// saute en y
|
/// saute en y
|
||||||
/// </summary>
|
/// </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>();
|
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 x = r * Mathf.Cos(theta * Mathf.PI / 180);
|
||||||
// var y = r * Mathf.Sin(theta * Mathf.PI / 180); // + y0 du player
|
// 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, new Vector3(x, y, 0 ), Time.deltaTime);
|
||||||
player.transform.position = Vector3.Lerp(player.transform.position,
|
//player.transform.position = Vector3.Lerp(player.transform.position,
|
||||||
planet.GetPlanetCoordinatesFromPlayerXY(theta, 0f), Time.fixedDeltaTime);
|
// 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 @@
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@ -4,7 +4,7 @@
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- Asteroid
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layers:
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- Default
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- TransparentFX
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|||||||
Loading…
x
Reference in New Issue
Block a user