diff --git a/Assets/Prefabs/Asteroid_1.prefab b/Assets/Prefabs/Asteroid_1.prefab index c1d2116..e3344b7 100644 --- a/Assets/Prefabs/Asteroid_1.prefab +++ b/Assets/Prefabs/Asteroid_1.prefab @@ -28,6 +28,7 @@ GameObject: - 23: {fileID: 2317388} - 114: {fileID: 11437858} - 135: {fileID: 13502558} + - 54: {fileID: 5491084} m_Layer: 0 m_Name: Asteroid_1 m_TagString: Asteroid @@ -93,6 +94,21 @@ MeshFilter: m_PrefabInternal: {fileID: 100100000} m_GameObject: {fileID: 160026} m_Mesh: {fileID: 10207, guid: 0000000000000000e000000000000000, type: 0} +--- !u!54 &5491084 +Rigidbody: + m_ObjectHideFlags: 1 + m_PrefabParentObject: {fileID: 0} + m_PrefabInternal: {fileID: 100100000} + m_GameObject: {fileID: 160026} + serializedVersion: 2 + m_Mass: 1 + m_Drag: 0 + m_AngularDrag: 0.05 + m_UseGravity: 0 + m_IsKinematic: 0 + m_Interpolate: 0 + m_Constraints: 0 + m_CollisionDetection: 0 --- !u!114 &11437858 MonoBehaviour: m_ObjectHideFlags: 1 diff --git a/Assets/Prefabs/Asteroid_2.prefab b/Assets/Prefabs/Asteroid_2.prefab index ff6f54b..37160d6 100644 --- a/Assets/Prefabs/Asteroid_2.prefab +++ b/Assets/Prefabs/Asteroid_2.prefab @@ -28,6 +28,7 @@ GameObject: - 23: {fileID: 2317388} - 114: {fileID: 11437858} - 135: {fileID: 13502558} + - 54: {fileID: 5406432} m_Layer: 0 m_Name: Asteroid_2 m_TagString: Asteroid @@ -93,6 +94,21 @@ MeshFilter: m_PrefabInternal: {fileID: 100100000} m_GameObject: {fileID: 160026} m_Mesh: {fileID: 10207, guid: 0000000000000000e000000000000000, type: 0} +--- !u!54 &5406432 +Rigidbody: + m_ObjectHideFlags: 1 + m_PrefabParentObject: {fileID: 0} + m_PrefabInternal: {fileID: 100100000} + m_GameObject: {fileID: 160026} + serializedVersion: 2 + m_Mass: 1 + m_Drag: 0 + m_AngularDrag: 0.05 + m_UseGravity: 0 + m_IsKinematic: 0 + m_Interpolate: 0 + m_Constraints: 0 + m_CollisionDetection: 0 --- !u!114 &11437858 MonoBehaviour: m_ObjectHideFlags: 1 diff --git a/Assets/Prefabs/Asteroid_3.prefab b/Assets/Prefabs/Asteroid_3.prefab index 845b654..df7815f 100644 --- a/Assets/Prefabs/Asteroid_3.prefab +++ b/Assets/Prefabs/Asteroid_3.prefab @@ -28,6 +28,7 @@ GameObject: - 23: {fileID: 2317388} - 114: {fileID: 11437858} - 135: {fileID: 13502558} + - 54: {fileID: 5463390} m_Layer: 0 m_Name: Asteroid_3 m_TagString: Asteroid @@ -93,6 +94,21 @@ MeshFilter: m_PrefabInternal: {fileID: 100100000} m_GameObject: {fileID: 160026} m_Mesh: {fileID: 10207, guid: 0000000000000000e000000000000000, type: 0} +--- !u!54 &5463390 +Rigidbody: + m_ObjectHideFlags: 1 + m_PrefabParentObject: {fileID: 0} + m_PrefabInternal: {fileID: 100100000} + m_GameObject: {fileID: 160026} + serializedVersion: 2 + m_Mass: 1 + m_Drag: 0 + m_AngularDrag: 0.05 + m_UseGravity: 0 + m_IsKinematic: 0 + m_Interpolate: 0 + m_Constraints: 0 + m_CollisionDetection: 0 --- !u!114 &11437858 MonoBehaviour: m_ObjectHideFlags: 1 diff --git a/Assets/Prefabs/Asteroid_4.prefab b/Assets/Prefabs/Asteroid_4.prefab index 88b5aa6..bbe4893 100644 --- a/Assets/Prefabs/Asteroid_4.prefab +++ b/Assets/Prefabs/Asteroid_4.prefab @@ -28,6 +28,7 @@ GameObject: - 23: {fileID: 2317388} - 114: {fileID: 11437858} - 135: {fileID: 13502558} + - 54: {fileID: 5474450} m_Layer: 0 m_Name: Asteroid_4 m_TagString: Asteroid @@ -93,6 +94,21 @@ MeshFilter: m_PrefabInternal: {fileID: 100100000} m_GameObject: {fileID: 160026} m_Mesh: {fileID: 10207, guid: 0000000000000000e000000000000000, type: 0} +--- !u!54 &5474450 +Rigidbody: + m_ObjectHideFlags: 1 + m_PrefabParentObject: {fileID: 0} + m_PrefabInternal: {fileID: 100100000} + m_GameObject: {fileID: 160026} + serializedVersion: 2 + m_Mass: 1 + m_Drag: 0 + m_AngularDrag: 0.05 + m_UseGravity: 0 + m_IsKinematic: 0 + m_Interpolate: 0 + m_Constraints: 0 + m_CollisionDetection: 0 --- !u!114 &11437858 MonoBehaviour: m_ObjectHideFlags: 1 diff --git a/Assets/Prefabs/Astronaut.prefab b/Assets/Prefabs/Astronaut.prefab index 6bbf479..110618e 100644 --- a/Assets/Prefabs/Astronaut.prefab +++ b/Assets/Prefabs/Astronaut.prefab @@ -60,6 +60,7 @@ GameObject: - 136: {fileID: 13683032} - 54: {fileID: 5462614} - 136: {fileID: 13672180} + - 114: {fileID: 11491252} m_Layer: 0 m_Name: Character m_TagString: Player @@ -145,6 +146,22 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: PlayerNumber: 0 +--- !u!114 &11491252 +MonoBehaviour: + m_ObjectHideFlags: 1 + m_PrefabParentObject: {fileID: 0} + m_PrefabInternal: {fileID: 100100000} + m_GameObject: {fileID: 170392} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 77462b2431858f84b9bc2d055c2f4d45, type: 3} + m_Name: + m_EditorClassIdentifier: + aspi: {fileID: 0} + WalkAnimSpeed: 0 + WalkAnimAngle: 0 + EjectSpinSpeed: 80 + DustParticlesEmitter: {fileID: 138982, guid: 6233079c5a9a756458811f283fdca112, type: 2} --- !u!114 &11494368 MonoBehaviour: m_ObjectHideFlags: 1 @@ -157,7 +174,7 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: Rotator: {fileID: 154602} - SpriteWalk: {fileID: 130732} + SpriteWalk: {fileID: 21220066} SpriteDash: {fileID: 157058} Width: 0.4 DashTime: 0.4 @@ -165,7 +182,7 @@ MonoBehaviour: JumpSpeed: 5 Gravity: 15 Speed: 5 - EjectSpeed: 20 + EjectSpeed: 10 planet: {fileID: 0} --- !u!136 &13672180 CapsuleCollider: @@ -189,10 +206,10 @@ CapsuleCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - m_Radius: 0.77 - m_Height: 3.37 + m_Radius: 0.76 + m_Height: 1.59 m_Direction: 1 - m_Center: {x: -0.03, y: 0.35, z: 0} + m_Center: {x: -0.03, y: 1.31, z: 0} --- !u!212 &21220066 SpriteRenderer: m_ObjectHideFlags: 1 @@ -229,7 +246,7 @@ SpriteRenderer: m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 100100000} m_GameObject: {fileID: 157058} - m_Enabled: 0 + m_Enabled: 1 m_CastShadows: 0 m_ReceiveShadows: 0 m_Materials: diff --git a/Assets/Prefabs/P_DashImpact.prefab b/Assets/Prefabs/P_DashImpact.prefab index eea93a7..ee3dc2e 100644 --- a/Assets/Prefabs/P_DashImpact.prefab +++ b/Assets/Prefabs/P_DashImpact.prefab @@ -74,7 +74,7 @@ ParticleSystem: minMaxState: 0 speed: 1 randomSeed: 0 - looping: 1 + looping: 0 prewarm: 0 playOnAwake: 1 moveWithTransform: 1 diff --git a/Assets/Prefabs/P_Explosion.prefab b/Assets/Prefabs/P_Explosion.prefab index fb2fc0b..b76769f 100644 --- a/Assets/Prefabs/P_Explosion.prefab +++ b/Assets/Prefabs/P_Explosion.prefab @@ -36,7 +36,7 @@ ParticleSystem: m_PrefabInternal: {fileID: 100100000} m_GameObject: {fileID: 120238} serializedVersion: 2 - lengthInSec: 0.75 + lengthInSec: 0.85 startDelay: scalar: 0 maxCurve: @@ -76,14 +76,14 @@ ParticleSystem: randomSeed: 0 looping: 0 prewarm: 0 - playOnAwake: 0 + playOnAwake: 1 moveWithTransform: 1 scalingMode: 1 InitialModule: serializedVersion: 2 enabled: 1 startLifetime: - scalar: 0.75 + scalar: 0.85 maxCurve: serializedVersion: 2 m_Curve: diff --git a/Assets/Scripts/Asteroid.cs b/Assets/Scripts/Asteroid.cs index d65329d..4fba372 100644 --- a/Assets/Scripts/Asteroid.cs +++ b/Assets/Scripts/Asteroid.cs @@ -65,7 +65,7 @@ public class Asteroid : MonoBehaviour //crashPosition.z = 1.15f; var asteroidTheta = Mathf.Atan2(this.transform.position.y, this.transform.position.x); - var angleImpact = (360.0f + (((asteroidTheta * 180)) / Mathf.PI)) % 360; + var angleImpact = (360.0f + (((asteroidTheta * 180)) / Mathf.PI)) % 360; var emitter = (GameObject)Instantiate(CrashFlamesEmitter, crashPosition, Quaternion.identity); @@ -73,11 +73,18 @@ public class Asteroid : MonoBehaviour //et donner l'angle d'impact inverse en z (vers l'extérieur de la planete) //emitter.transform.Rotate(0,90.0f,angleImpact); emitter.transform.localRotation = Quaternion.Euler(0, 180.0f, angleImpact); - - emitter.GetComponent().Play(true); + + + + //var wtf = new WaitForSeconds(emitter.GetComponent().duration); + //Destroy(emitter); + } + Destroy(this.gameObject); + } } + } diff --git a/Assets/Scripts/AsteroidSpawner.cs b/Assets/Scripts/AsteroidSpawner.cs index e99d374..ff2ceae 100644 --- a/Assets/Scripts/AsteroidSpawner.cs +++ b/Assets/Scripts/AsteroidSpawner.cs @@ -64,6 +64,12 @@ public class AsteroidSpawner : TimerFunctionsClass var planet = FindObjectOfType(); foreach (var p in players) { + + //arrêter de générer des asteroides si player ejecté (sinon on se rends compte d,une ligne d'astéroides) + Astronaut a = p.GetComponent(); + if (a.State >= Astronaut.AstronautState.Ejecting) + continue; //next player; + 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); diff --git a/Assets/Scripts/Astronaut.cs b/Assets/Scripts/Astronaut.cs index 29d40e4..145dec7 100644 --- a/Assets/Scripts/Astronaut.cs +++ b/Assets/Scripts/Astronaut.cs @@ -42,14 +42,19 @@ public class Astronaut : MonoBehaviour { if (oldState == AstronautState.Dashing) { - SpriteWalk.gameObject.SetActive(false); - SpriteDash.gameObject.SetActive(true); + _astronautAnimator.Land(); + //SpriteWalk.gameObject.SetActive(false); + //SpriteDash.gameObject.SetActive(true); } - else + //else if (_state == AstronautState.Jumping) + //{ + // _astronautAnimator.Jump(); + //} + /*else { SpriteWalk.gameObject.SetActive(true); SpriteDash.gameObject.SetActive(false); - } + }*/ /*if (_state == AstronautState.Walking) { @@ -78,7 +83,7 @@ public class Astronaut : MonoBehaviour { } // Use this for initialization - void Start() + protected void Start() { _astronautAnimator = GetComponent(); _astronautAnimator.aspi = this; @@ -90,7 +95,6 @@ public class Astronaut : MonoBehaviour { } State = AstronautState.Idle; - //Debug.Log(planet.GetPlanetRadius(0)); theta = 0; height = planet.GetPlanetRadius(theta); UpdatePosition(); @@ -142,12 +146,11 @@ public class Astronaut : MonoBehaviour { float radius = GetGroundRadius(); if (grounded = (height <= radius)) { - /*if (State == AstronautState.Dashing) + //Pousser la plateforme avec le dash une fois qu'on touche au sol. + if (State == AstronautState.Dashing) { - planet.PushWedge(Repeat(theta,360)); - State = AstronautState.Idle; - //TODO_SR Create dash impact here - }*/ + planet.PushWedge(this.theta); + } height = radius; if (State == AstronautState.Jumping) @@ -261,20 +264,23 @@ public class Astronaut : MonoBehaviour { { Debug.Log("Jump!"); - if (State >= AstronautState.Ejecting) - return; - - _astronautAnimator.Jump(); + if (State == AstronautState.Jumping) { Dash(); - State=AstronautState.Dashing; //TODO relacher l'état Dashing + //State=AstronautState.Dashing; //TODO relacher l'état Dashing return; } + else if (State >= AstronautState.Dashing) + return; + else if (State >= AstronautState.Ejecting) + return; - if (!grounded) return; + _astronautAnimator.Jump(); // deja dans le property get/set + + if (!grounded) return; vSpeed = JumpSpeed; grounded = false; State = AstronautState.Jumping; @@ -289,10 +295,11 @@ public class Astronaut : MonoBehaviour { if (State >= AstronautState.Ejecting) return; + lastDashTime = Time.time; - planet.PushWedge(this.theta); - - //State = AstronautState.Dashing; + //planet.PushWedge(this.theta); //TODO devrait se faire juste avant d'être groundé + State = AstronautState.Dashing; + _astronautAnimator.Dash(); //vSpeed = -DashSpeed; } @@ -300,6 +307,7 @@ public class Astronaut : MonoBehaviour { { State = AstronautState.Ejecting; vSpeed = EjectSpeed; + _astronautAnimator.Eject(); grounded = false; } diff --git a/Assets/Scripts/AstronautAnimator.cs b/Assets/Scripts/AstronautAnimator.cs index 4699bd6..c2dc410 100644 --- a/Assets/Scripts/AstronautAnimator.cs +++ b/Assets/Scripts/AstronautAnimator.cs @@ -9,17 +9,24 @@ public class AstronautAnimator : MonoBehaviour { public float WalkAnimAngle; public float EjectSpinSpeed; - // Use this for initialization - void Start () { + public GameObject DustParticlesEmitter; + // Use this for initialization + protected void Start () { } // Update is called once per frame - void Update () { + protected void Update () { } public void Jump() + { + aspi.SpriteWalk.gameObject.SetActive(true); + aspi.SpriteDash.gameObject.SetActive(false); + } + + public void Dash() { aspi.SpriteWalk.gameObject.SetActive(false); aspi.SpriteDash.gameObject.SetActive(true); @@ -27,6 +34,7 @@ public class AstronautAnimator : MonoBehaviour { public void Land() { + aspi.SpriteWalk.gameObject.SetActive(true); aspi.SpriteDash.gameObject.SetActive(false); } @@ -72,4 +80,12 @@ public class AstronautAnimator : MonoBehaviour { } yield return null; } + + public void EmitDustParticules() + { + if (DustParticlesEmitter) + { + var emitter = (GameObject)Instantiate(DustParticlesEmitter, this.gameObject.transform.position, Quaternion.identity); + } + } } diff --git a/Assets/Scripts/Earthquake.cs b/Assets/Scripts/Earthquake.cs index 2a8829c..6b68835 100644 --- a/Assets/Scripts/Earthquake.cs +++ b/Assets/Scripts/Earthquake.cs @@ -2,32 +2,45 @@ using UnityEngine; using System.Collections; -public class Earthquake : MonoBehaviour { - int gaugeLevel; - public int gaugeMax=100; +public class Earthquake : MonoBehaviour { + + public float CriticalMin; + public float CriticalMax; + //public float testValue; + + //public float gaugeLevel; + //public int gaugeMax=100; + private SpriteRenderer core; + PlanetManager pmgr; + // Use this for initialization - public void Start() - { - gaugeLevel = 0; - InvokeRepeating("FillGauge", 1, 1F); + public void Start() + { + pmgr = FindObjectOfType(); + //gaugeLevel = 0; + core = this.GetComponent(); + //InvokeRepeating("FillGauge", 1, 1F); } // Update is called once per frame - public void Update () { - + public void Update () { + float disbalance = pmgr.GetDisbalance(); + float val = Mathf.Clamp((disbalance-CriticalMin) / (CriticalMax-CriticalMin),0,1); + + float val2 = Mathf.Clamp((val - 0.6f) / 0.4f, 0, 1); + pmgr.setColor(val2); + + core.color = new Color(1f, 1f - val, 1f - val); + } /// /// Actualiser l'affichage de la gauge /// - public void UpdateFixed() - { - - - - + public void UpdateFixed() + { } /// @@ -35,11 +48,11 @@ public class Earthquake : MonoBehaviour { /// public void FillGauge() { - if (gaugeLevel < gaugeMax) + + /*if (gaugeLevel < gaugeMax) { gaugeLevel += 1; - //anim state [0-90] normale, rotation //color hue de plus en plus vers le rouge @@ -59,7 +72,7 @@ public class Earthquake : MonoBehaviour { gaugeLevel = 0; } - print("gauge is at: " + gaugeLevel); + print("gauge is at: " + gaugeLevel);*/ } diff --git a/Assets/Scripts/PlanetManager.cs b/Assets/Scripts/PlanetManager.cs index 607a232..59cdc7c 100644 --- a/Assets/Scripts/PlanetManager.cs +++ b/Assets/Scripts/PlanetManager.cs @@ -1,255 +1,296 @@ -using System; -using UnityEngine; -using System.Collections; -using System.Collections.Generic; - -public class PlanetManager : MonoBehaviour -{ - - public int NbCartiers = 10; - 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 bool CartierResetRatioSpeedRandomize = true; - public bool CartierResetOverTime = true; - public float CartierMinRatio = 0.4f; - public float CartierMaxRatio = 2.0f; - public float CartierStepSize = 0.25f; - public GameObject WedgePrefab = null; - public List wedges = new List(); - - // Use this for initialization - public void Awake () { - TailleCartiersEnDegres = 360.0f / NbCartiers; - - for(int i = 0; i < NbCartiers; i++) - { - float debutAngleTheta = i* TailleCartiersEnDegres; - var w = new Wedge() {tMin = debutAngleTheta, tMax = debutAngleTheta + TailleCartiersEnDegres}; - - //float angle = i * Mathf.PI * 2 / NbCartiers * 360; - //var wedgePos = GetPlanetCoordinatesFromPlayerXY(debutAngleTheta, 0); - // wedgePos.x -= Mathf.Cos(debutAngleTheta * Mathf.PI / 180); - //wedgePos.y -= Mathf.Sin(debutAngleTheta * Mathf.PI / 180); - var obj = Instantiate(WedgePrefab, new Vector3(0.0f,0.0f, 0.0f), Quaternion.Euler(0, 0, debutAngleTheta)); - obj.name = "wedge_" + i; - w.sprite = GameObject.Find(obj.name); - w.gameObject = (GameObject)obj; - wedges.Add(w); //pushes at end. - } - } - - // Update is called once per frame - public void Update () { - - - } - - public void FixedUpdate() - { - if (!this.CartierResetOverTime) return; - //Ramener les plateforme vers leur position initiale 0; - - foreach (var w in wedges) - { - if (w.offset <= 1.05f && w.offset >= 0.95f) - { - w.offset = 1.0f; - } - else if (w.offset > 1.0f) - { - if (!CartierResetRatioSpeedRandomize) - { - w.offset -= 0.005f*CartierResetRatioSpeedFactor; - } - else - { - w.offset -= 0.005f*CartierResetRatioSpeedFactor * UnityEngine.Random.Range(-0.5f, 2f); - } - } - else if (w.offset < 1.0f) - { - if (!CartierResetRatioSpeedRandomize) - { - w.offset += 0.005f*CartierResetRatioSpeedFactor; - } - else - { - w.offset += 0.005f*CartierResetRatioSpeedFactor*UnityEngine.Random.Range(0f, 3f); - } - } - - w.sprite.transform.localScale = new Vector3(w.offset, w.offset,1.0f); - } - //TODO_SR For each player - } - - public void PushWedge(float thetaPlayerX) - { - var index = GetWedgeIndex(thetaPlayerX); - var w = wedges[index]; - - w.offset = w.offset - CartierStepSize; - if (w.offset < CartierMinRatio) - w.offset = CartierMinRatio; - - - w.sprite.transform.localScale = new Vector3(w.offset, w.offset, 1); - - //push back l'opposée - var indexOppose = GetWedgeOpposé(index); - var v = wedges[indexOppose]; - - v.offset = v.offset + CartierStepSize; - if (v.offset >= CartierMaxRatio) - { - v.offset = CartierMaxRatio; - - - //checker si on éjecte des players - var players = FindObjectsOfType(); - foreach (var p in players) - { - if (v.tMax >= p.GetTheta() && p.GetTheta() >= v.tMin && p.IsGrounded()) - { - p.Eject(); - } - } - - - } - - - v.sprite.transform.localScale = new Vector3(v.offset, v.offset, 1); - - // call fill gauge after every hit. - var earthQuakeGauge = FindObjectOfType(); - earthQuakeGauge.FillGauge(); - } - - /// - /// On a earthquake, everything expands by a step - /// - public void CallEarthQuake() - { - foreach (var w in wedges) - { - w.offset = w.offset + CartierStepSize; - if (w.offset > CartierMaxRatio) - w.offset = CartierMaxRatio; - } - } - - //public void PushWedge(float thetaPlayerX) - //{ - // var index = GetWedgeIndex(thetaPlayerX); - // var w = wedges[index]; - - // w.offset = w.offset - 0.5f; - // if (w.offset < -1.0f) - // w.offset = -1.0f; - - // var angle = w.tMin; //w.tMax - TailleCartiersEnDegres/2; - - // var normalPos = GetPlanetCoordinatesFromPlayerXY(angle, 0); - // normalPos.x -= Mathf.Cos(angle * Mathf.PI / 180); - // normalPos.y -= Mathf.Sin(angle * Mathf.PI / 180); - - // var wedgePos = GetPlanetCoordinatesFromPlayerXY(angle, 0); - // 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); - - // w.sprite.transform.position = Vector3.Lerp(normalPos, wedgePos, Time.deltaTime); - - // ///push back l'opposée - // var indexOppose = GetWedgeOpposé(index); - // var v = wedges[indexOppose]; - - // v.offset = v.offset + 0.5f; - // if (v.offset > 1.0f) - // v.offset = 1.0f; - - // angle = v.tMin; //w.tMax - TailleCartiersEnDegres/2; - - // normalPos = GetPlanetCoordinatesFromPlayerXY(angle, 0); - // normalPos.x -= Mathf.Cos(angle * Mathf.PI / 180); - // normalPos.y -= Mathf.Sin(angle * Mathf.PI / 180); - - // wedgePos = GetPlanetCoordinatesFromPlayerXY(angle, 0); - // 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); - - // v.sprite.transform.position = Vector3.Lerp(normalPos, wedgePos, Time.deltaTime); - - //} - - /// - /// Radius sphere est scale/2 - /// - /// - public float GetPlanetRadius() - { - return gameObject.transform.localScale.x / 2.0f; - } - - /// - /// Radius sphere est scale/2 - /// - /// - public float GetPlanetRadius(float thetaPlayerX) - { - var wedge = GetWedgeFromTheta(thetaPlayerX); - return GetPlanetRadius() * wedge.offset; - } - public Vector3 GetPlanetCoordinatesFromPlayerXY(float playerLocalX, float playerLocalY) - { - var theta = playerLocalX; - var wedgeRadius = GetPlanetRadius(playerLocalX) + playerLocalY; - var x = wedgeRadius * Mathf.Cos(theta * Mathf.PI / 180); - var y = wedgeRadius * Mathf.Sin(theta * Mathf.PI / 180) ; - - return new Vector3(x, y, 0); - } - - /// - /// retourn le no de plateforme - /// - /// - public int GetWedgeIndex(float thetaPlayerX) - { - return (int)Math.Floor(thetaPlayerX / TailleCartiersEnDegres); - } - - /// - /// - /// - /// - /// - public int GetWedgeOpposé(int wedgeIndex) - { - //(i + 5) % 10 => [0,9] - return (wedgeIndex + NbCartiers / 2) % (NbCartiers); - } - - /// - /// retourne l'objet interne - /// - /// - /// - public Wedge GetWedgeFromTheta(float thetaPlayerX) - { - return wedges[GetWedgeIndex(thetaPlayerX % 360)]; - } - - /// - /// Représente une plateforme qui bouge. - /// - public class Wedge - { - public float offset = 1.0f; //valeurs entre minRatio et maxRatio; < 1 étant renfoncé, 1 position normale, et > 1 vers l'extérieur - public float tMin = 0; //theta min et theta max : angle thetat de début et fin du cartier; - public float tMax = 0; - - public GameObject sprite; //sprite et collider 2D - public GameObject gameObject; //wedge prefab avec collider - } -} +using System; +using UnityEngine; +using System.Collections; +using System.Collections.Generic; + +public class PlanetManager : MonoBehaviour +{ + + public int NbCartiers = 10; + 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 bool CartierResetRatioSpeedRandomize = true; + public bool CartierResetOverTime = true; + public float CartierMinRatio = 0.4f; + public float CartierMaxRatio = 2.0f; + public float CartierStepSize = 0.25f; + public float balanceValue; + private float disbalance = 0f; + public GameObject WedgePrefab = null; + public List wedges = new List(); + + // Use this for initialization + public void Awake () { + TailleCartiersEnDegres = 360.0f / NbCartiers; + balanceValue = (CartierMaxRatio + CartierMinRatio) / 2; + + for(int i = 0; i < NbCartiers; i++) + { + float debutAngleTheta = i* TailleCartiersEnDegres; + var w = new Wedge() {tMin = debutAngleTheta, tMax = debutAngleTheta + TailleCartiersEnDegres}; + + //float angle = i * Mathf.PI * 2 / NbCartiers * 360; + //var wedgePos = GetPlanetCoordinatesFromPlayerXY(debutAngleTheta, 0); + // wedgePos.x -= Mathf.Cos(debutAngleTheta * Mathf.PI / 180); + //wedgePos.y -= Mathf.Sin(debutAngleTheta * Mathf.PI / 180); + var obj = Instantiate(WedgePrefab, new Vector3(0.0f,0.0f, 0.0f), Quaternion.Euler(0, 0, debutAngleTheta)); + obj.name = "wedge_" + i; + w.sprite = GameObject.Find(obj.name); + w.gameObject = (GameObject)obj; + wedges.Add(w); //pushes at end. + } + } + + // Update is called once per frame + public void Update () { + + } + + public void setColor(float val) + { + foreach (Wedge w in wedges) { + //w = new Color(1f, 1f - val, 1f - val); + w.sprite.GetComponentInChildren().color = new Color(1f, (1-val), (1-val)); + } + + //TODO make planet red + //TODO screen shake + //TODO controller shake? + } + + public float GetDisbalance() + { + disbalance = 0; + foreach (var w in wedges) + { + var temp = Math.Abs((w.offset - balanceValue) / (CartierMaxRatio - balanceValue)); + disbalance += temp; + } + disbalance /= NbCartiers; + return disbalance; + } + + public void FixedUpdate() + { + if (!this.CartierResetOverTime) return; + //Ramener les plateforme vers leur position initiale 0; + + foreach (var w in wedges) + { + if (w.offset <= 1.05f && w.offset >= 0.95f) + { + w.offset = 1.0f; + } + else if (w.offset > 1.0f) + { + if (!CartierResetRatioSpeedRandomize) + { + w.offset -= 0.005f*CartierResetRatioSpeedFactor; + } + else + { + w.offset -= 0.005f*CartierResetRatioSpeedFactor * UnityEngine.Random.Range(-0.5f, 2f); + } + } + else if (w.offset < 1.0f) + { + if (!CartierResetRatioSpeedRandomize) + { + w.offset += 0.005f*CartierResetRatioSpeedFactor; + } + else + { + w.offset += 0.005f*CartierResetRatioSpeedFactor*UnityEngine.Random.Range(0f, 3f); + } + } + + w.sprite.transform.localScale = new Vector3(w.offset, w.offset,1.0f); + } + //TODO_SR For each player + } + + public void PushWedge(float thetaPlayerX) + { + var index = GetWedgeIndex(thetaPlayerX); + var w = wedges[index]; + + w.offset = w.offset - CartierStepSize; + if (w.offset < CartierMinRatio) + w.offset = CartierMinRatio; + + + w.sprite.transform.localScale = new Vector3(w.offset, w.offset, 1); + + //push back l'opposée + var indexOppose = GetWedgeOpposé(index); + var v = wedges[indexOppose]; + + v.offset = v.offset + CartierStepSize; + if (v.offset >= CartierMaxRatio) + { + v.offset = CartierMaxRatio; + + + //checker si on éjecte des players + var players = FindObjectsOfType(); + foreach (var p in players) + { + if (v.tMax >= p.GetTheta() && p.GetTheta() >= v.tMin && p.IsGrounded()) + { + p.Eject(); + } + } + + + } + + + v.sprite.transform.localScale = new Vector3(v.offset, v.offset, 1); + + // call fill gauge after every hit. + var earthQuakeGauge = FindObjectOfType(); + earthQuakeGauge.FillGauge(); + } + + /// + /// On a earthquake, everything expands by a step + /// + public void CallEarthQuake() + { + foreach (var w in wedges) + { + w.offset = w.offset + CartierStepSize; + if (w.offset >= CartierMaxRatio) + { + w.offset = CartierMaxRatio; + + //checker si on éjecte des players + var players = FindObjectsOfType(); + foreach (var p in players) + { + //si player sur la plateforme et grounded + if (w.tMax >= p.GetTheta() && p.GetTheta() >= w.tMin && p.IsGrounded()) + { + p.Eject(); + } + } + } + + } + } + + //public void PushWedge(float thetaPlayerX) + //{ + // var index = GetWedgeIndex(thetaPlayerX); + // var w = wedges[index]; + + // w.offset = w.offset - 0.5f; + // if (w.offset < -1.0f) + // w.offset = -1.0f; + + // var angle = w.tMin; //w.tMax - TailleCartiersEnDegres/2; + + // var normalPos = GetPlanetCoordinatesFromPlayerXY(angle, 0); + // normalPos.x -= Mathf.Cos(angle * Mathf.PI / 180); + // normalPos.y -= Mathf.Sin(angle * Mathf.PI / 180); + + // var wedgePos = GetPlanetCoordinatesFromPlayerXY(angle, 0); + // 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); + + // w.sprite.transform.position = Vector3.Lerp(normalPos, wedgePos, Time.deltaTime); + + // ///push back l'opposée + // var indexOppose = GetWedgeOpposé(index); + // var v = wedges[indexOppose]; + + // v.offset = v.offset + 0.5f; + // if (v.offset > 1.0f) + // v.offset = 1.0f; + + // angle = v.tMin; //w.tMax - TailleCartiersEnDegres/2; + + // normalPos = GetPlanetCoordinatesFromPlayerXY(angle, 0); + // normalPos.x -= Mathf.Cos(angle * Mathf.PI / 180); + // normalPos.y -= Mathf.Sin(angle * Mathf.PI / 180); + + // wedgePos = GetPlanetCoordinatesFromPlayerXY(angle, 0); + // 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); + + // v.sprite.transform.position = Vector3.Lerp(normalPos, wedgePos, Time.deltaTime); + + //} + + /// + /// Radius sphere est scale/2 + /// + /// + public float GetPlanetRadius() + { + return gameObject.transform.localScale.x / 2.0f; + } + + /// + /// Radius sphere est scale/2 + /// + /// + public float GetPlanetRadius(float thetaPlayerX) + { + var wedge = GetWedgeFromTheta(thetaPlayerX); + return GetPlanetRadius() * wedge.offset; + } + public Vector3 GetPlanetCoordinatesFromPlayerXY(float playerLocalX, float playerLocalY) + { + var theta = playerLocalX; + var wedgeRadius = GetPlanetRadius(playerLocalX) + playerLocalY; + var x = wedgeRadius * Mathf.Cos(theta * Mathf.PI / 180); + var y = wedgeRadius * Mathf.Sin(theta * Mathf.PI / 180) ; + + return new Vector3(x, y, 0); + } + + /// + /// retourn le no de plateforme + /// + /// + public int GetWedgeIndex(float thetaPlayerX) + { + return (int)Math.Floor(thetaPlayerX / TailleCartiersEnDegres); + } + + /// + /// + /// + /// + /// + public int GetWedgeOpposé(int wedgeIndex) + { + //(i + 5) % 10 => [0,9] + return (wedgeIndex + NbCartiers / 2) % (NbCartiers); + } + + /// + /// retourne l'objet interne + /// + /// + /// + public Wedge GetWedgeFromTheta(float thetaPlayerX) + { + print(GetWedgeIndex((thetaPlayerX)%360)); + return wedges[GetWedgeIndex((thetaPlayerX) % 360)]; + } + + /// + /// Représente une plateforme qui bouge. + /// + public class Wedge + { + public float offset = 1.0f; //valeurs entre minRatio et maxRatio; < 1 étant renfoncé, 1 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