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https://github.com/ConjureETS/PixelSphinx.git
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Merge branch 'master' of https://github.com/ETSConjure/PixelSphinx
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Assets/Prefabs/WedgePrefab.prefab
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Assets/Prefabs/WedgePrefab.prefab
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Assets/Prefabs/WedgePrefab.prefab.meta
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Assets/Prefabs/WedgePrefab.prefab.meta
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 901b80ca01ac0de4ca89de7f82c3709f
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timeCreated: 1460092920
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licenseType: Pro
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NativeFormatImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -9,8 +9,11 @@ public class PlanetManager : MonoBehaviour
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public int NbCartiers = 10;
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public float TailleCartiersEnDegres = 0; //radian -> valeurs 0 a 360
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public GameObject WedgePrefab = null;
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public List<Wedge> wedges = new List<Wedge>();
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// Use this for initialization
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void Start () {
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@ -19,8 +22,18 @@ public class PlanetManager : MonoBehaviour
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for(int i = 0; i < NbCartiers; i++)
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{
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float debutAngleTheta = i* TailleCartiersEnDegres;
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wedges.Add(new Wedge(){tMin = debutAngleTheta, tMax = debutAngleTheta + TailleCartiersEnDegres });
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var w = new Wedge() {tMin = debutAngleTheta, tMax = debutAngleTheta + TailleCartiersEnDegres};
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wedges.Add(w); //pushes at end.
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//float angle = i * Mathf.PI * 2 / NbCartiers * 360;
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var wedgePos = GetPlanetCoordinatesFromPlayerXY(debutAngleTheta, 0);
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wedgePos.x -= 8/ Mathf.PI * Mathf.Cos(debutAngleTheta * Mathf.PI / 180);
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wedgePos.y -= 8/ Mathf.PI * Mathf.Sin(debutAngleTheta * Mathf.PI / 180);
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Instantiate(WedgePrefab, wedgePos, Quaternion.Euler(0, 0, debutAngleTheta));
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}
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}
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// Update is called once per frame
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@ -29,11 +42,25 @@ public class PlanetManager : MonoBehaviour
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}
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void FixedUpdate()
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{
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//Ramener les plateforme vers leur position initiale 0;
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foreach (var w in wedges)
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{
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}
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}
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/// <summary>
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/// Radius sphere est scale/2
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/// </summary>
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/// <returns></returns>
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public float GetPlanetRadius()
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{
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return 5.0f;
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return gameObject.transform.localScale.x / 2.0f;
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}
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@ -87,6 +114,8 @@ public class PlanetManager : MonoBehaviour
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public float tMin = 0; //theta min et theta max : angle thetat de début et fin du cartier;
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public float tMax = 0;
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public GameObject sprite; //sprite et collider 2D
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}
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}
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