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/Art/T_Char_Stunned_03.png.meta Assets/Prefabs/Astronaut.prefab Assets/_Scenes/Main.unity
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@ -81,8 +81,11 @@ public class Asteroid : MonoBehaviour
|
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audio.bypassListenerEffects = true;
|
||||
AudioSource.PlayClipAtPoint(audio.clip, transform.position, audio.volume);
|
||||
|
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var wait = new WaitForSeconds(emitter.GetComponent<ParticleSystem>().duration);
|
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|
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|
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}
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@ -46,8 +46,8 @@ public class AsteroidSpawner : TimerFunctionsClass
|
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if (!GenerationVersLesjoueurs)
|
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{
|
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// Random entre 10 et 20, * 1 ou -1
|
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|
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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;
|
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public GameObject SpriteDash;
|
||||
public GameObject SpriteStun;
|
||||
|
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public float SpriteWidth;
|
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public float SpriteHeight;
|
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@ -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();
|
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//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();
|
||||
|
||||
@ -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
23
Assets/SelfDestroy.cs
Normal file
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
12
Assets/SelfDestroy.cs.meta
Normal file
12
Assets/SelfDestroy.cs.meta
Normal file
@ -0,0 +1,12 @@
|
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|
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|
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assetBundleName:
|
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assetBundleVariant:
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BIN
Assets/Sounds/A_SFX_Dash_Impact_01.wav
Normal file
BIN
Assets/Sounds/A_SFX_Dash_Impact_01.wav
Normal file
Binary file not shown.
22
Assets/Sounds/A_SFX_Dash_Impact_01.wav.meta
Normal file
22
Assets/Sounds/A_SFX_Dash_Impact_01.wav.meta
Normal file
@ -0,0 +1,22 @@
|
||||
fileFormatVersion: 2
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
9
Assets/_Scenes/Main.meta
Normal file
9
Assets/_Scenes/Main.meta
Normal file
@ -0,0 +1,9 @@
|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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assetBundleVariant:
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@ -14,13 +14,13 @@ SceneSettings:
|
||||
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|
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|
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m_Fog: 1
|
||||
m_FogColor: {r: 0.030330881, g: 0.040580597, b: 0.24264705, a: 1}
|
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m_FogMode: 3
|
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m_FogDensity: 0.01
|
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|
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|
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|
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|
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|
||||
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@ -66,7 +66,8 @@ LightmapSettings:
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BIN
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BIN
Assets/_Scenes/Main/LightingData.asset
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Binary file not shown.
8
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Loading…
x
Reference in New Issue
Block a user