Conflicts:
	Assets/Scripts/Astronaut.cs
	Assets/Scripts/PlanetManager.cs
This commit is contained in:
Sophie 2016-04-08 21:21:17 -04:00
commit 0a8ddfb1f4
36 changed files with 3325 additions and 405 deletions

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@ -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);
}
}
} }

View 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();
}
}

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@ -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");
} }

View File

@ -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)

View File

@ -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);
} }
} }

View File

@ -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
} }
} }

View File

@ -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;
} }
} }

View File

@ -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
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