Conflicts:
	Assets/Art/T_Char_Stunned_03.png.meta
	Assets/Prefabs/Astronaut.prefab
	Assets/_Scenes/Main.unity
This commit is contained in:
RosimInc 2016-04-09 16:13:48 -04:00
commit 1c3388a352
20 changed files with 1171 additions and 536 deletions

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@ -81,8 +81,11 @@ public class Asteroid : MonoBehaviour
audio.bypassListenerEffects = true;
AudioSource.PlayClipAtPoint(audio.clip, transform.position, audio.volume);
var wait = new WaitForSeconds(emitter.GetComponent<ParticleSystem>().duration);
// var wait = new WaitForSeconds(emitter.GetComponent<ParticleSystem>().duration);
//Destroy(emitter); //doesnt play if removed.
Destroy(emitter, emitter.GetComponent<ParticleSystem>().duration);
}

View File

@ -46,8 +46,8 @@ public class AsteroidSpawner : TimerFunctionsClass
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);
var x = UnityEngine.Random.Range(30.0f, 40.0f)*(Mathf.Floor(UnityEngine.Random.Range(0.0f, 1.99f))*2 - 1);
var y = UnityEngine.Random.Range(20.0f, 30.0f)*(Mathf.Floor(UnityEngine.Random.Range(0.0f, 1.99f))*2 - 1);
//0-3
@ -78,7 +78,7 @@ public class AsteroidSpawner : TimerFunctionsClass
float direction = (Mathf.Floor(UnityEngine.Random.Range(0.0f, 1.99f)) * 2 - 1);
Instantiate(AsteroidPrefabTypes[AsteroidType],
direction*planet.GetPlanetCoordinatesFromPlayerXY(angle, UnityEngine.Random.Range(10f,15f)),
direction*planet.GetPlanetCoordinatesFromPlayerXY(angle, UnityEngine.Random.Range(25f,35f)),
Quaternion.identity);
}

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@ -13,6 +13,7 @@ public class Astronaut : MonoBehaviour {
public GameObject Rotator;
public SpriteRenderer SpriteWalk;
public GameObject SpriteDash;
public GameObject SpriteStun;
public float SpriteWidth;
public float SpriteHeight;
@ -23,6 +24,7 @@ public class Astronaut : MonoBehaviour {
public float Gravity;
public float Speed;
public float EjectSpeed;
//public float DashSpeed;
public PlanetManager planet;
@ -43,21 +45,9 @@ public class Astronaut : MonoBehaviour {
if (oldState == AstronautState.Dashing)
{
_astronautAnimator.Land();
//SpriteWalk.gameObject.SetActive(false);
//SpriteDash.gameObject.SetActive(true);
_astronautAnimator.Idle();
}
//else if (_state == AstronautState.Jumping)
//{
// _astronautAnimator.Jump();
//}
/*else
{
SpriteWalk.gameObject.SetActive(true);
SpriteDash.gameObject.SetActive(false);
}*/
if (State == AstronautState.Walking)
else if (State == AstronautState.Walking)
{
_astronautAnimator.Walk(walkRight);
}
@ -146,7 +136,7 @@ public class Astronaut : MonoBehaviour {
if (State != AstronautState.Ejecting)
vSpeed -= Gravity * delta;
else
vSpeed *= 0.98f;
vSpeed *= 0.99f;
}
float radius = GetGroundRadius();
@ -156,6 +146,7 @@ public class Astronaut : MonoBehaviour {
if (State == AstronautState.Dashing)
{
planet.PushWedge(this.theta);
State = AstronautState.Idle;
}
height = radius;
@ -165,47 +156,14 @@ public class Astronaut : MonoBehaviour {
if (State < AstronautState.Ejecting) vSpeed = 0f;
}
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);
}*/
/*
switch (State)
{
case AstronautState.Dashing:
break;
case AstronautState.Ejecting:
break;
case AstronautState.Idle:
break;
case AstronautState.Jumping:
break;
case AstronautState.Walking:
break;
}
*/
}
public void Move(float x, float y)
{
if (State >= AstronautState.Dashing )
return;
float playerX, playerY;
PlanetUtilities.Spheric2Cartesian(theta - 108, height, out playerX, out playerY);
@ -216,9 +174,6 @@ public class Astronaut : MonoBehaviour {
float move = proj;
if (State >= AstronautState.Ejecting )
return;
if (State < AstronautState.Jumping)
{
if (Mathf.Approximately(move, 0))
@ -233,8 +188,6 @@ public class Astronaut : MonoBehaviour {
}
}
if (State < AstronautState.Dashing)
{
if (-0.2 < move && move < 0.2) return;
float movement = PlanetUtilities.GetDisplacementAngle(Speed * -move, height) * Time.deltaTime;
@ -250,26 +203,18 @@ public class Astronaut : MonoBehaviour {
theta = newTheta;
}
if (State == AstronautState.Dashing && grounded)
{
//TODO arreter mouvement lateral
State=AstronautState.Idle;
}
}
public void Jump()
{
if (State >= AstronautState.Dashing)
return;
if (State == AstronautState.Jumping)
{
Dash();
//State=AstronautState.Dashing; //TODO relacher l'état Dashing
return;
}
else if (State >= AstronautState.Dashing)
return;
else if (State >= AstronautState.Ejecting)
return;
if (!grounded) return;
@ -282,7 +227,6 @@ public class Astronaut : MonoBehaviour {
public void Dash()
{
if (Time.time < DashTime + lastDashTime)
return;
@ -312,13 +256,32 @@ public class Astronaut : MonoBehaviour {
/// </summary>
public void Stun()
{
//TODO
if (State < AstronautState.Ejecting)
{
State = AstronautState.Stun;
StartCoroutine(StunTimeout());
_astronautAnimator.Stun();
}
}
IEnumerator StunTimeout()
{
for (float i = 0f; i <0.6f; i += Time.deltaTime)
{
yield return null;
}
if (State < AstronautState.Ejecting)
{
State = AstronautState.Idle;
_astronautAnimator.Idle();
}
}
public void OnGUI()
{
if (GUI.Button(new Rect(10, 10, 150, 50), State.ToString()))
{
Stun();
Debug.Log("Clicked the button with an image");
//_astronautAnimator.Walk();
//Eject();

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@ -9,6 +9,9 @@ public class AstronautAnimator : MonoBehaviour {
public float WalkAnimAngle;
public float EjectSpinSpeed;
private GameObject runninParticleEmitter;
public GameObject DashImpactSound;
public GameObject DashParticleSystem;
public GameObject DustParticlesEmitter;
// Use this for initialization
protected void Start () {
@ -24,24 +27,43 @@ public class AstronautAnimator : MonoBehaviour {
{
aspi.SpriteWalk.gameObject.SetActive(true);
aspi.SpriteDash.gameObject.SetActive(false);
aspi.SpriteStun.gameObject.SetActive(false);
}
public void Dash()
{
aspi.SpriteWalk.gameObject.SetActive(false);
aspi.SpriteDash.gameObject.SetActive(true);
aspi.SpriteStun.gameObject.SetActive(false);
}
public void Land()
public void Idle()
{
aspi.SpriteWalk.gameObject.SetActive(true);
aspi.SpriteDash.gameObject.SetActive(false);
aspi.SpriteStun.gameObject.SetActive(false);
}
public void Land()
{
//from dash state
runninParticleEmitter = (GameObject)Instantiate(DashParticleSystem, this.gameObject.transform.position, Quaternion.identity);
runninParticleEmitter.transform.Rotate(0,180f,0.0f);
Destroy(runninParticleEmitter, runninParticleEmitter.GetComponent<ParticleSystem>().duration);
Idle();
var impactAudio = DashImpactSound.GetComponent<AudioSource>();
impactAudio.bypassListenerEffects = true;
AudioSource.PlayClipAtPoint(impactAudio.clip, transform.position, impactAudio.volume);
}
public void Walk(bool right)
{
Debug.Log("Walking!");
StartCoroutine(Rotate(right? -1 : 1));
}
@ -51,6 +73,14 @@ public class AstronautAnimator : MonoBehaviour {
var audio = aspi.GetComponent<AudioSource>(); //eject sound
audio.bypassListenerEffects = true;
AudioSource.PlayClipAtPoint(audio.clip, transform.position, audio.volume);
Stun();
}
public void Stun()
{
aspi.SpriteWalk.gameObject.SetActive(false);
aspi.SpriteDash.gameObject.SetActive(false);
aspi.SpriteStun.gameObject.SetActive(true);
}
IEnumerator Spin()
@ -80,14 +110,11 @@ public class AstronautAnimator : MonoBehaviour {
if (aspi.State == Astronaut.AstronautState.Walking)
{
Debug.Log("Walking again");
StartCoroutine(Rotate(-side));
}
else
Debug.Log("Walking stop");
//yield return null;
}
public void EmitDustParticules()
{
if (DustParticlesEmitter)

23
Assets/SelfDestroy.cs Normal file
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@ -0,0 +1,23 @@
using UnityEngine;
using System.Collections;
public class SelfDestroy : MonoBehaviour
{
public GameObject PrefabPs;
private ParticleSystem ps;
// Use this for initialization
public void Start ()
{
ps = PrefabPs.GetComponent<ParticleSystem>();
}
// Update is called once per frame
public void FixedUpdate () {
if (ps && !ps.IsAlive())
{
Destroy(this.gameObject);
}
}
}

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