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
This commit is contained in:
commit
26e9009cbf
@ -28,6 +28,7 @@ GameObject:
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- 23: {fileID: 2317388}
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@ -93,6 +94,21 @@ MeshFilter:
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--- !u!114 &11437858
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@ -28,6 +28,7 @@ GameObject:
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- 23: {fileID: 2317388}
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- 114: {fileID: 11437858}
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- 114: {fileID: 11437858}
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m_TagString: Asteroid
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@ -93,6 +94,21 @@ MeshFilter:
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m_PrefabInternal: {fileID: 100100000}
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m_GameObject: {fileID: 160026}
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m_GameObject: {fileID: 160026}
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m_Mesh: {fileID: 10207, guid: 0000000000000000e000000000000000, type: 0}
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m_Mesh: {fileID: 10207, guid: 0000000000000000e000000000000000, type: 0}
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--- !u!54 &5406432
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m_PrefabInternal: {fileID: 100100000}
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m_GameObject: {fileID: 160026}
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serializedVersion: 2
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m_Mass: 1
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m_Drag: 0
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m_AngularDrag: 0.05
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m_UseGravity: 0
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m_IsKinematic: 0
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m_Interpolate: 0
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m_Constraints: 0
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m_CollisionDetection: 0
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--- !u!114 &11437858
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--- !u!114 &11437858
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MonoBehaviour:
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@ -28,6 +28,7 @@ GameObject:
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- 23: {fileID: 2317388}
|
- 23: {fileID: 2317388}
|
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- 114: {fileID: 11437858}
|
- 114: {fileID: 11437858}
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- 135: {fileID: 13502558}
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- 135: {fileID: 13502558}
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- 54: {fileID: 5463390}
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m_Layer: 0
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m_Layer: 0
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m_Name: Asteroid_3
|
m_Name: Asteroid_3
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m_TagString: Asteroid
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m_TagString: Asteroid
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@ -93,6 +94,21 @@ MeshFilter:
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m_PrefabInternal: {fileID: 100100000}
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m_PrefabInternal: {fileID: 100100000}
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m_GameObject: {fileID: 160026}
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m_GameObject: {fileID: 160026}
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m_Mesh: {fileID: 10207, guid: 0000000000000000e000000000000000, type: 0}
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m_Mesh: {fileID: 10207, guid: 0000000000000000e000000000000000, type: 0}
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--- !u!54 &5463390
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 100100000}
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m_GameObject: {fileID: 160026}
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|
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m_AngularDrag: 0.05
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m_UseGravity: 0
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m_IsKinematic: 0
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m_Interpolate: 0
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m_CollisionDetection: 0
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--- !u!114 &11437858
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--- !u!114 &11437858
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@ -28,6 +28,7 @@ GameObject:
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- 23: {fileID: 2317388}
|
- 23: {fileID: 2317388}
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- 114: {fileID: 11437858}
|
- 114: {fileID: 11437858}
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- 135: {fileID: 13502558}
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- 135: {fileID: 13502558}
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- 54: {fileID: 5474450}
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m_Layer: 0
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m_Layer: 0
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m_Name: Asteroid_4
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m_Name: Asteroid_4
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m_TagString: Asteroid
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m_TagString: Asteroid
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@ -93,6 +94,21 @@ MeshFilter:
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m_PrefabInternal: {fileID: 100100000}
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m_PrefabInternal: {fileID: 100100000}
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m_GameObject: {fileID: 160026}
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m_GameObject: {fileID: 160026}
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m_Mesh: {fileID: 10207, guid: 0000000000000000e000000000000000, type: 0}
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m_Mesh: {fileID: 10207, guid: 0000000000000000e000000000000000, type: 0}
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--- !u!54 &5474450
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m_PrefabInternal: {fileID: 100100000}
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m_GameObject: {fileID: 160026}
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m_Mass: 1
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m_Drag: 0
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m_AngularDrag: 0.05
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m_UseGravity: 0
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m_IsKinematic: 0
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m_Interpolate: 0
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m_Constraints: 0
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m_CollisionDetection: 0
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--- !u!114 &11437858
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--- !u!114 &11437858
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@ -60,6 +60,7 @@ GameObject:
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- 136: {fileID: 13683032}
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- 136: {fileID: 13672180}
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- 114: {fileID: 11491252}
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m_Layer: 0
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m_Layer: 0
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m_Name: Character
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m_Name: Character
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m_TagString: Player
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m_TagString: Player
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@ -145,6 +146,22 @@ MonoBehaviour:
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m_Name:
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m_Name:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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PlayerNumber: 0
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PlayerNumber: 0
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--- !u!114 &11491252
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m_GameObject: {fileID: 170392}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 77462b2431858f84b9bc2d055c2f4d45, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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aspi: {fileID: 0}
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WalkAnimSpeed: 0
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WalkAnimAngle: 0
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EjectSpinSpeed: 80
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DustParticlesEmitter: {fileID: 138982, guid: 6233079c5a9a756458811f283fdca112, type: 2}
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--- !u!114 &11494368
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--- !u!114 &11494368
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MonoBehaviour:
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MonoBehaviour:
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m_ObjectHideFlags: 1
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m_ObjectHideFlags: 1
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@ -157,7 +174,7 @@ MonoBehaviour:
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m_Name:
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m_Name:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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Rotator: {fileID: 154602}
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Rotator: {fileID: 154602}
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SpriteWalk: {fileID: 130732}
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SpriteWalk: {fileID: 21220066}
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SpriteDash: {fileID: 157058}
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SpriteDash: {fileID: 157058}
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Width: 0.4
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Width: 0.4
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DashTime: 0.4
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DashTime: 0.4
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@ -165,7 +182,7 @@ MonoBehaviour:
|
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JumpSpeed: 5
|
JumpSpeed: 5
|
||||||
Gravity: 15
|
Gravity: 15
|
||||||
Speed: 5
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Speed: 5
|
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EjectSpeed: 20
|
EjectSpeed: 10
|
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planet: {fileID: 0}
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planet: {fileID: 0}
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--- !u!136 &13672180
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--- !u!136 &13672180
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CapsuleCollider:
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CapsuleCollider:
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@ -189,10 +206,10 @@ CapsuleCollider:
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m_Material: {fileID: 0}
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m_Material: {fileID: 0}
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m_Radius: 0.77
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m_Radius: 0.76
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m_Height: 3.37
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m_Height: 1.59
|
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m_Direction: 1
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m_Direction: 1
|
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m_Center: {x: -0.03, y: 0.35, z: 0}
|
m_Center: {x: -0.03, y: 1.31, z: 0}
|
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--- !u!212 &21220066
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--- !u!212 &21220066
|
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SpriteRenderer:
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SpriteRenderer:
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@ -229,7 +246,7 @@ SpriteRenderer:
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m_PrefabParentObject: {fileID: 0}
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 100100000}
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m_GameObject: {fileID: 157058}
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m_GameObject: {fileID: 157058}
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m_CastShadows: 0
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m_ReceiveShadows: 0
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m_Materials:
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m_Materials:
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||||||
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@ -74,7 +74,7 @@ ParticleSystem:
|
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minMaxState: 0
|
minMaxState: 0
|
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speed: 1
|
speed: 1
|
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randomSeed: 0
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randomSeed: 0
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looping: 1
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|
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prewarm: 0
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prewarm: 0
|
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playOnAwake: 1
|
playOnAwake: 1
|
||||||
moveWithTransform: 1
|
moveWithTransform: 1
|
||||||
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|||||||
@ -36,7 +36,7 @@ ParticleSystem:
|
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m_PrefabInternal: {fileID: 100100000}
|
m_PrefabInternal: {fileID: 100100000}
|
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m_GameObject: {fileID: 120238}
|
m_GameObject: {fileID: 120238}
|
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serializedVersion: 2
|
serializedVersion: 2
|
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lengthInSec: 0.75
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lengthInSec: 0.85
|
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startDelay:
|
startDelay:
|
||||||
scalar: 0
|
scalar: 0
|
||||||
maxCurve:
|
maxCurve:
|
||||||
@ -76,14 +76,14 @@ ParticleSystem:
|
|||||||
randomSeed: 0
|
randomSeed: 0
|
||||||
looping: 0
|
looping: 0
|
||||||
prewarm: 0
|
prewarm: 0
|
||||||
playOnAwake: 0
|
playOnAwake: 1
|
||||||
moveWithTransform: 1
|
moveWithTransform: 1
|
||||||
scalingMode: 1
|
scalingMode: 1
|
||||||
InitialModule:
|
InitialModule:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
enabled: 1
|
enabled: 1
|
||||||
startLifetime:
|
startLifetime:
|
||||||
scalar: 0.75
|
scalar: 0.85
|
||||||
maxCurve:
|
maxCurve:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
m_Curve:
|
m_Curve:
|
||||||
|
|||||||
@ -65,7 +65,7 @@ public class Asteroid : MonoBehaviour
|
|||||||
//crashPosition.z = 1.15f;
|
//crashPosition.z = 1.15f;
|
||||||
|
|
||||||
var asteroidTheta = Mathf.Atan2(this.transform.position.y, this.transform.position.x);
|
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);
|
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)
|
//et donner l'angle d'impact inverse en z (vers l'extérieur de la planete)
|
||||||
//emitter.transform.Rotate(0,90.0f,angleImpact);
|
//emitter.transform.Rotate(0,90.0f,angleImpact);
|
||||||
emitter.transform.localRotation = Quaternion.Euler(0, 180.0f, angleImpact);
|
emitter.transform.localRotation = Quaternion.Euler(0, 180.0f, angleImpact);
|
||||||
|
|
||||||
emitter.GetComponent<ParticleSystem>().Play(true);
|
|
||||||
|
|
||||||
|
//var wtf = new WaitForSeconds(emitter.GetComponent<ParticleSystem>().duration);
|
||||||
|
//Destroy(emitter);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Destroy(this.gameObject);
|
Destroy(this.gameObject);
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@ -64,6 +64,12 @@ public class AsteroidSpawner : TimerFunctionsClass
|
|||||||
var planet = FindObjectOfType<PlanetManager>();
|
var planet = FindObjectOfType<PlanetManager>();
|
||||||
foreach (var p in players)
|
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<Astronaut>();
|
||||||
|
if (a.State >= Astronaut.AstronautState.Ejecting)
|
||||||
|
continue; //next player;
|
||||||
|
|
||||||
var playerTheta = Mathf.Atan2(p.transform.position.y, p.transform.position.x);
|
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
|
var angle = ( 360.0f + (((playerTheta * 180)) / Mathf.PI)) % 360; ///TODO : a changer pour p.theta
|
||||||
//print("angle:" + angle);
|
//print("angle:" + angle);
|
||||||
|
|||||||
@ -42,14 +42,19 @@ public class Astronaut : MonoBehaviour {
|
|||||||
|
|
||||||
if (oldState == AstronautState.Dashing)
|
if (oldState == AstronautState.Dashing)
|
||||||
{
|
{
|
||||||
SpriteWalk.gameObject.SetActive(false);
|
_astronautAnimator.Land();
|
||||||
SpriteDash.gameObject.SetActive(true);
|
//SpriteWalk.gameObject.SetActive(false);
|
||||||
|
//SpriteDash.gameObject.SetActive(true);
|
||||||
}
|
}
|
||||||
else
|
//else if (_state == AstronautState.Jumping)
|
||||||
|
//{
|
||||||
|
// _astronautAnimator.Jump();
|
||||||
|
//}
|
||||||
|
/*else
|
||||||
{
|
{
|
||||||
SpriteWalk.gameObject.SetActive(true);
|
SpriteWalk.gameObject.SetActive(true);
|
||||||
SpriteDash.gameObject.SetActive(false);
|
SpriteDash.gameObject.SetActive(false);
|
||||||
}
|
}*/
|
||||||
|
|
||||||
/*if (_state == AstronautState.Walking)
|
/*if (_state == AstronautState.Walking)
|
||||||
{
|
{
|
||||||
@ -78,7 +83,7 @@ public class Astronaut : MonoBehaviour {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Use this for initialization
|
// Use this for initialization
|
||||||
void Start()
|
protected void Start()
|
||||||
{
|
{
|
||||||
_astronautAnimator = GetComponent<AstronautAnimator>();
|
_astronautAnimator = GetComponent<AstronautAnimator>();
|
||||||
_astronautAnimator.aspi = this;
|
_astronautAnimator.aspi = this;
|
||||||
@ -90,7 +95,6 @@ public class Astronaut : MonoBehaviour {
|
|||||||
}
|
}
|
||||||
|
|
||||||
State = AstronautState.Idle;
|
State = AstronautState.Idle;
|
||||||
//Debug.Log(planet.GetPlanetRadius(0));
|
|
||||||
theta = 0;
|
theta = 0;
|
||||||
height = planet.GetPlanetRadius(theta);
|
height = planet.GetPlanetRadius(theta);
|
||||||
UpdatePosition();
|
UpdatePosition();
|
||||||
@ -142,12 +146,11 @@ public class Astronaut : MonoBehaviour {
|
|||||||
float radius = GetGroundRadius();
|
float radius = GetGroundRadius();
|
||||||
if (grounded = (height <= radius))
|
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));
|
planet.PushWedge(this.theta);
|
||||||
State = AstronautState.Idle;
|
}
|
||||||
//TODO_SR Create dash impact here
|
|
||||||
}*/
|
|
||||||
|
|
||||||
height = radius;
|
height = radius;
|
||||||
if (State == AstronautState.Jumping)
|
if (State == AstronautState.Jumping)
|
||||||
@ -261,20 +264,23 @@ public class Astronaut : MonoBehaviour {
|
|||||||
{
|
{
|
||||||
Debug.Log("Jump!");
|
Debug.Log("Jump!");
|
||||||
|
|
||||||
if (State >= AstronautState.Ejecting)
|
|
||||||
return;
|
|
||||||
|
|
||||||
_astronautAnimator.Jump();
|
|
||||||
|
|
||||||
if (State == AstronautState.Jumping)
|
if (State == AstronautState.Jumping)
|
||||||
{
|
{
|
||||||
Dash();
|
Dash();
|
||||||
State=AstronautState.Dashing; //TODO relacher l'état Dashing
|
//State=AstronautState.Dashing; //TODO relacher l'état Dashing
|
||||||
return;
|
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;
|
vSpeed = JumpSpeed;
|
||||||
grounded = false;
|
grounded = false;
|
||||||
State = AstronautState.Jumping;
|
State = AstronautState.Jumping;
|
||||||
@ -289,10 +295,11 @@ public class Astronaut : MonoBehaviour {
|
|||||||
if (State >= AstronautState.Ejecting)
|
if (State >= AstronautState.Ejecting)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
|
|
||||||
lastDashTime = Time.time;
|
lastDashTime = Time.time;
|
||||||
planet.PushWedge(this.theta);
|
//planet.PushWedge(this.theta); //TODO devrait se faire juste avant d'être groundé
|
||||||
|
State = AstronautState.Dashing;
|
||||||
//State = AstronautState.Dashing;
|
_astronautAnimator.Dash();
|
||||||
//vSpeed = -DashSpeed;
|
//vSpeed = -DashSpeed;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -300,6 +307,7 @@ public class Astronaut : MonoBehaviour {
|
|||||||
{
|
{
|
||||||
State = AstronautState.Ejecting;
|
State = AstronautState.Ejecting;
|
||||||
vSpeed = EjectSpeed;
|
vSpeed = EjectSpeed;
|
||||||
|
_astronautAnimator.Eject();
|
||||||
grounded = false;
|
grounded = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -9,17 +9,24 @@ public class AstronautAnimator : MonoBehaviour {
|
|||||||
public float WalkAnimAngle;
|
public float WalkAnimAngle;
|
||||||
public float EjectSpinSpeed;
|
public float EjectSpinSpeed;
|
||||||
|
|
||||||
// Use this for initialization
|
public GameObject DustParticlesEmitter;
|
||||||
void Start () {
|
// Use this for initialization
|
||||||
|
protected void Start () {
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update () {
|
protected void Update () {
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Jump()
|
public void Jump()
|
||||||
|
{
|
||||||
|
aspi.SpriteWalk.gameObject.SetActive(true);
|
||||||
|
aspi.SpriteDash.gameObject.SetActive(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Dash()
|
||||||
{
|
{
|
||||||
aspi.SpriteWalk.gameObject.SetActive(false);
|
aspi.SpriteWalk.gameObject.SetActive(false);
|
||||||
aspi.SpriteDash.gameObject.SetActive(true);
|
aspi.SpriteDash.gameObject.SetActive(true);
|
||||||
@ -27,6 +34,7 @@ public class AstronautAnimator : MonoBehaviour {
|
|||||||
|
|
||||||
public void Land()
|
public void Land()
|
||||||
{
|
{
|
||||||
|
|
||||||
aspi.SpriteWalk.gameObject.SetActive(true);
|
aspi.SpriteWalk.gameObject.SetActive(true);
|
||||||
aspi.SpriteDash.gameObject.SetActive(false);
|
aspi.SpriteDash.gameObject.SetActive(false);
|
||||||
}
|
}
|
||||||
@ -72,4 +80,12 @@ public class AstronautAnimator : MonoBehaviour {
|
|||||||
}
|
}
|
||||||
yield return null;
|
yield return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void EmitDustParticules()
|
||||||
|
{
|
||||||
|
if (DustParticlesEmitter)
|
||||||
|
{
|
||||||
|
var emitter = (GameObject)Instantiate(DustParticlesEmitter, this.gameObject.transform.position, Quaternion.identity);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -2,32 +2,45 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
|
|
||||||
public class Earthquake : MonoBehaviour {
|
public class Earthquake : MonoBehaviour {
|
||||||
int gaugeLevel;
|
|
||||||
public int gaugeMax=100;
|
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
|
// Use this for initialization
|
||||||
public void Start()
|
public void Start()
|
||||||
{
|
{
|
||||||
gaugeLevel = 0;
|
pmgr = FindObjectOfType<PlanetManager>();
|
||||||
InvokeRepeating("FillGauge", 1, 1F);
|
//gaugeLevel = 0;
|
||||||
|
core = this.GetComponent<SpriteRenderer>();
|
||||||
|
//InvokeRepeating("FillGauge", 1, 1F);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// 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);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Actualiser l'affichage de la gauge
|
/// Actualiser l'affichage de la gauge
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public void UpdateFixed()
|
public void UpdateFixed()
|
||||||
{
|
{
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@ -35,11 +48,11 @@ public class Earthquake : MonoBehaviour {
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public void FillGauge()
|
public void FillGauge()
|
||||||
{
|
{
|
||||||
if (gaugeLevel < gaugeMax)
|
|
||||||
|
/*if (gaugeLevel < gaugeMax)
|
||||||
{
|
{
|
||||||
gaugeLevel += 1;
|
gaugeLevel += 1;
|
||||||
|
|
||||||
|
|
||||||
//anim state [0-90] normale, rotation
|
//anim state [0-90] normale, rotation
|
||||||
|
|
||||||
//color hue de plus en plus vers le rouge
|
//color hue de plus en plus vers le rouge
|
||||||
@ -59,7 +72,7 @@ public class Earthquake : MonoBehaviour {
|
|||||||
gaugeLevel = 0;
|
gaugeLevel = 0;
|
||||||
|
|
||||||
}
|
}
|
||||||
print("gauge is at: " + gaugeLevel);
|
print("gauge is at: " + gaugeLevel);*/
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@ -1,255 +1,296 @@
|
|||||||
using System;
|
using System;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
|
||||||
public class PlanetManager : MonoBehaviour
|
public class PlanetManager : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
|
||||||
public int NbCartiers = 10;
|
public int NbCartiers = 10;
|
||||||
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 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 float balanceValue;
|
||||||
public List<Wedge> wedges = new List<Wedge>();
|
private float disbalance = 0f;
|
||||||
|
public GameObject WedgePrefab = null;
|
||||||
// Use this for initialization
|
public List<Wedge> wedges = new List<Wedge>();
|
||||||
public void Awake () {
|
|
||||||
TailleCartiersEnDegres = 360.0f / NbCartiers;
|
// Use this for initialization
|
||||||
|
public void Awake () {
|
||||||
for(int i = 0; i < NbCartiers; i++)
|
TailleCartiersEnDegres = 360.0f / NbCartiers;
|
||||||
{
|
balanceValue = (CartierMaxRatio + CartierMinRatio) / 2;
|
||||||
float debutAngleTheta = i* TailleCartiersEnDegres;
|
|
||||||
var w = new Wedge() {tMin = debutAngleTheta, tMax = debutAngleTheta + TailleCartiersEnDegres};
|
for(int i = 0; i < NbCartiers; i++)
|
||||||
|
{
|
||||||
//float angle = i * Mathf.PI * 2 / NbCartiers * 360;
|
float debutAngleTheta = i* TailleCartiersEnDegres;
|
||||||
//var wedgePos = GetPlanetCoordinatesFromPlayerXY(debutAngleTheta, 0);
|
var w = new Wedge() {tMin = debutAngleTheta, tMax = debutAngleTheta + TailleCartiersEnDegres};
|
||||||
// wedgePos.x -= Mathf.Cos(debutAngleTheta * Mathf.PI / 180);
|
|
||||||
//wedgePos.y -= Mathf.Sin(debutAngleTheta * Mathf.PI / 180);
|
//float angle = i * Mathf.PI * 2 / NbCartiers * 360;
|
||||||
var obj = Instantiate(WedgePrefab, new Vector3(0.0f,0.0f, 0.0f), Quaternion.Euler(0, 0, debutAngleTheta));
|
//var wedgePos = GetPlanetCoordinatesFromPlayerXY(debutAngleTheta, 0);
|
||||||
obj.name = "wedge_" + i;
|
// wedgePos.x -= Mathf.Cos(debutAngleTheta * Mathf.PI / 180);
|
||||||
w.sprite = GameObject.Find(obj.name);
|
//wedgePos.y -= Mathf.Sin(debutAngleTheta * Mathf.PI / 180);
|
||||||
w.gameObject = (GameObject)obj;
|
var obj = Instantiate(WedgePrefab, new Vector3(0.0f,0.0f, 0.0f), Quaternion.Euler(0, 0, debutAngleTheta));
|
||||||
wedges.Add(w); //pushes at end.
|
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 () {
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
}
|
public void Update () {
|
||||||
|
|
||||||
public void FixedUpdate()
|
}
|
||||||
{
|
|
||||||
if (!this.CartierResetOverTime) return;
|
public void setColor(float val)
|
||||||
//Ramener les plateforme vers leur position initiale 0;
|
{
|
||||||
|
foreach (Wedge w in wedges) {
|
||||||
foreach (var w in wedges)
|
//w = new Color(1f, 1f - val, 1f - val);
|
||||||
{
|
w.sprite.GetComponentInChildren<SpriteRenderer>().color = new Color(1f, (1-val), (1-val));
|
||||||
if (w.offset <= 1.05f && w.offset >= 0.95f)
|
}
|
||||||
{
|
|
||||||
w.offset = 1.0f;
|
//TODO make planet red
|
||||||
}
|
//TODO screen shake
|
||||||
else if (w.offset > 1.0f)
|
//TODO controller shake?
|
||||||
{
|
}
|
||||||
if (!CartierResetRatioSpeedRandomize)
|
|
||||||
{
|
public float GetDisbalance()
|
||||||
w.offset -= 0.005f*CartierResetRatioSpeedFactor;
|
{
|
||||||
}
|
disbalance = 0;
|
||||||
else
|
foreach (var w in wedges)
|
||||||
{
|
{
|
||||||
w.offset -= 0.005f*CartierResetRatioSpeedFactor * UnityEngine.Random.Range(-0.5f, 2f);
|
var temp = Math.Abs((w.offset - balanceValue) / (CartierMaxRatio - balanceValue));
|
||||||
}
|
disbalance += temp;
|
||||||
}
|
}
|
||||||
else if (w.offset < 1.0f)
|
disbalance /= NbCartiers;
|
||||||
{
|
return disbalance;
|
||||||
if (!CartierResetRatioSpeedRandomize)
|
}
|
||||||
{
|
|
||||||
w.offset += 0.005f*CartierResetRatioSpeedFactor;
|
public void FixedUpdate()
|
||||||
}
|
{
|
||||||
else
|
if (!this.CartierResetOverTime) return;
|
||||||
{
|
//Ramener les plateforme vers leur position initiale 0;
|
||||||
w.offset += 0.005f*CartierResetRatioSpeedFactor*UnityEngine.Random.Range(0f, 3f);
|
|
||||||
}
|
foreach (var w in wedges)
|
||||||
}
|
{
|
||||||
|
if (w.offset <= 1.05f && w.offset >= 0.95f)
|
||||||
w.sprite.transform.localScale = new Vector3(w.offset, w.offset,1.0f);
|
{
|
||||||
}
|
w.offset = 1.0f;
|
||||||
//TODO_SR For each player
|
}
|
||||||
}
|
else if (w.offset > 1.0f)
|
||||||
|
{
|
||||||
public void PushWedge(float thetaPlayerX)
|
if (!CartierResetRatioSpeedRandomize)
|
||||||
{
|
{
|
||||||
var index = GetWedgeIndex(thetaPlayerX);
|
w.offset -= 0.005f*CartierResetRatioSpeedFactor;
|
||||||
var w = wedges[index];
|
}
|
||||||
|
else
|
||||||
w.offset = w.offset - CartierStepSize;
|
{
|
||||||
if (w.offset < CartierMinRatio)
|
w.offset -= 0.005f*CartierResetRatioSpeedFactor * UnityEngine.Random.Range(-0.5f, 2f);
|
||||||
w.offset = CartierMinRatio;
|
}
|
||||||
|
}
|
||||||
|
else if (w.offset < 1.0f)
|
||||||
w.sprite.transform.localScale = new Vector3(w.offset, w.offset, 1);
|
{
|
||||||
|
if (!CartierResetRatioSpeedRandomize)
|
||||||
//push back l'opposée
|
{
|
||||||
var indexOppose = GetWedgeOpposé(index);
|
w.offset += 0.005f*CartierResetRatioSpeedFactor;
|
||||||
var v = wedges[indexOppose];
|
}
|
||||||
|
else
|
||||||
v.offset = v.offset + CartierStepSize;
|
{
|
||||||
if (v.offset >= CartierMaxRatio)
|
w.offset += 0.005f*CartierResetRatioSpeedFactor*UnityEngine.Random.Range(0f, 3f);
|
||||||
{
|
}
|
||||||
v.offset = CartierMaxRatio;
|
}
|
||||||
|
|
||||||
|
w.sprite.transform.localScale = new Vector3(w.offset, w.offset,1.0f);
|
||||||
//checker si on éjecte des players
|
}
|
||||||
var players = FindObjectsOfType<Astronaut>();
|
//TODO_SR For each player
|
||||||
foreach (var p in players)
|
}
|
||||||
{
|
|
||||||
if (v.tMax >= p.GetTheta() && p.GetTheta() >= v.tMin && p.IsGrounded())
|
public void PushWedge(float thetaPlayerX)
|
||||||
{
|
{
|
||||||
p.Eject();
|
var index = GetWedgeIndex(thetaPlayerX);
|
||||||
}
|
var w = wedges[index];
|
||||||
}
|
|
||||||
|
w.offset = w.offset - CartierStepSize;
|
||||||
|
if (w.offset < CartierMinRatio)
|
||||||
}
|
w.offset = CartierMinRatio;
|
||||||
|
|
||||||
|
|
||||||
v.sprite.transform.localScale = new Vector3(v.offset, v.offset, 1);
|
w.sprite.transform.localScale = new Vector3(w.offset, w.offset, 1);
|
||||||
|
|
||||||
// call fill gauge after every hit.
|
//push back l'opposée
|
||||||
var earthQuakeGauge = FindObjectOfType<Earthquake>();
|
var indexOppose = GetWedgeOpposé(index);
|
||||||
earthQuakeGauge.FillGauge();
|
var v = wedges[indexOppose];
|
||||||
}
|
|
||||||
|
v.offset = v.offset + CartierStepSize;
|
||||||
/// <summary>
|
if (v.offset >= CartierMaxRatio)
|
||||||
/// On a earthquake, everything expands by a step
|
{
|
||||||
/// </summary>
|
v.offset = CartierMaxRatio;
|
||||||
public void CallEarthQuake()
|
|
||||||
{
|
|
||||||
foreach (var w in wedges)
|
//checker si on éjecte des players
|
||||||
{
|
var players = FindObjectsOfType<Astronaut>();
|
||||||
w.offset = w.offset + CartierStepSize;
|
foreach (var p in players)
|
||||||
if (w.offset > CartierMaxRatio)
|
{
|
||||||
w.offset = CartierMaxRatio;
|
if (v.tMax >= p.GetTheta() && p.GetTheta() >= v.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)
|
v.sprite.transform.localScale = new Vector3(v.offset, v.offset, 1);
|
||||||
// w.offset = -1.0f;
|
|
||||||
|
// call fill gauge after every hit.
|
||||||
// var angle = w.tMin; //w.tMax - TailleCartiersEnDegres/2;
|
var earthQuakeGauge = FindObjectOfType<Earthquake>();
|
||||||
|
earthQuakeGauge.FillGauge();
|
||||||
// var normalPos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
|
}
|
||||||
// normalPos.x -= Mathf.Cos(angle * Mathf.PI / 180);
|
|
||||||
// normalPos.y -= Mathf.Sin(angle * Mathf.PI / 180);
|
/// <summary>
|
||||||
|
/// On a earthquake, everything expands by a step
|
||||||
// var wedgePos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
|
/// </summary>
|
||||||
// wedgePos.x -= Mathf.Cos(angle * Mathf.PI / 180) - 50 * w.offset * Mathf.Cos(angle * Mathf.PI / 180);
|
public void CallEarthQuake()
|
||||||
// wedgePos.y -= Mathf.Sin(angle * Mathf.PI / 180) - 50 * w.offset * Mathf.Sin(angle * Mathf.PI / 180);
|
{
|
||||||
|
foreach (var w in wedges)
|
||||||
// w.sprite.transform.position = Vector3.Lerp(normalPos, wedgePos, Time.deltaTime);
|
{
|
||||||
|
w.offset = w.offset + CartierStepSize;
|
||||||
// ///push back l'opposée
|
if (w.offset >= CartierMaxRatio)
|
||||||
// var indexOppose = GetWedgeOpposé(index);
|
{
|
||||||
// var v = wedges[indexOppose];
|
w.offset = CartierMaxRatio;
|
||||||
|
|
||||||
// v.offset = v.offset + 0.5f;
|
//checker si on éjecte des players
|
||||||
// if (v.offset > 1.0f)
|
var players = FindObjectsOfType<Astronaut>();
|
||||||
// v.offset = 1.0f;
|
foreach (var p in players)
|
||||||
|
{
|
||||||
// angle = v.tMin; //w.tMax - TailleCartiersEnDegres/2;
|
//si player sur la plateforme et grounded
|
||||||
|
if (w.tMax >= p.GetTheta() && p.GetTheta() >= w.tMin && p.IsGrounded())
|
||||||
// normalPos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
|
{
|
||||||
// normalPos.x -= Mathf.Cos(angle * Mathf.PI / 180);
|
p.Eject();
|
||||||
// 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);
|
|
||||||
|
//public void PushWedge(float thetaPlayerX)
|
||||||
//}
|
//{
|
||||||
|
// var index = GetWedgeIndex(thetaPlayerX);
|
||||||
/// <summary>
|
// var w = wedges[index];
|
||||||
/// Radius sphere est scale/2
|
|
||||||
/// </summary>
|
// w.offset = w.offset - 0.5f;
|
||||||
/// <returns></returns>
|
// if (w.offset < -1.0f)
|
||||||
public float GetPlanetRadius()
|
// w.offset = -1.0f;
|
||||||
{
|
|
||||||
return gameObject.transform.localScale.x / 2.0f;
|
// var angle = w.tMin; //w.tMax - TailleCartiersEnDegres/2;
|
||||||
}
|
|
||||||
|
// var normalPos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
|
||||||
/// <summary>
|
// normalPos.x -= Mathf.Cos(angle * Mathf.PI / 180);
|
||||||
/// Radius sphere est scale/2
|
// normalPos.y -= Mathf.Sin(angle * Mathf.PI / 180);
|
||||||
/// </summary>
|
|
||||||
/// <returns></returns>
|
// var wedgePos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
|
||||||
public float GetPlanetRadius(float thetaPlayerX)
|
// 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);
|
||||||
var wedge = GetWedgeFromTheta(thetaPlayerX);
|
|
||||||
return GetPlanetRadius() * wedge.offset;
|
// w.sprite.transform.position = Vector3.Lerp(normalPos, wedgePos, Time.deltaTime);
|
||||||
}
|
|
||||||
public Vector3 GetPlanetCoordinatesFromPlayerXY(float playerLocalX, float playerLocalY)
|
// ///push back l'opposée
|
||||||
{
|
// var indexOppose = GetWedgeOpposé(index);
|
||||||
var theta = playerLocalX;
|
// var v = wedges[indexOppose];
|
||||||
var wedgeRadius = GetPlanetRadius(playerLocalX) + playerLocalY;
|
|
||||||
var x = wedgeRadius * Mathf.Cos(theta * Mathf.PI / 180);
|
// v.offset = v.offset + 0.5f;
|
||||||
var y = wedgeRadius * Mathf.Sin(theta * Mathf.PI / 180) ;
|
// if (v.offset > 1.0f)
|
||||||
|
// v.offset = 1.0f;
|
||||||
return new Vector3(x, y, 0);
|
|
||||||
}
|
// angle = v.tMin; //w.tMax - TailleCartiersEnDegres/2;
|
||||||
|
|
||||||
/// <summary>
|
// normalPos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
|
||||||
/// retourn le no de plateforme
|
// normalPos.x -= Mathf.Cos(angle * Mathf.PI / 180);
|
||||||
/// </summary>
|
// normalPos.y -= Mathf.Sin(angle * Mathf.PI / 180);
|
||||||
/// <param name="thetaPlayerX"></param>
|
|
||||||
public int GetWedgeIndex(float thetaPlayerX)
|
// wedgePos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
|
||||||
{
|
// wedgePos.x -= Mathf.Cos(angle * Mathf.PI / 180) - 50 * v.offset * Mathf.Cos(angle * Mathf.PI / 180);
|
||||||
return (int)Math.Floor(thetaPlayerX / TailleCartiersEnDegres);
|
// 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);
|
||||||
/// <summary>
|
|
||||||
///
|
//}
|
||||||
/// </summary>
|
|
||||||
/// <param name="wedgeIndex"></param>
|
/// <summary>
|
||||||
/// <returns></returns>
|
/// Radius sphere est scale/2
|
||||||
public int GetWedgeOpposé(int wedgeIndex)
|
/// </summary>
|
||||||
{
|
/// <returns></returns>
|
||||||
//(i + 5) % 10 => [0,9]
|
public float GetPlanetRadius()
|
||||||
return (wedgeIndex + NbCartiers / 2) % (NbCartiers);
|
{
|
||||||
}
|
return gameObject.transform.localScale.x / 2.0f;
|
||||||
|
}
|
||||||
/// <summary>
|
|
||||||
/// retourne l'objet interne
|
/// <summary>
|
||||||
/// </summary>
|
/// Radius sphere est scale/2
|
||||||
/// <param name="thetaPlayerX"></param>
|
/// </summary>
|
||||||
/// <returns></returns>
|
/// <returns></returns>
|
||||||
public Wedge GetWedgeFromTheta(float thetaPlayerX)
|
public float GetPlanetRadius(float thetaPlayerX)
|
||||||
{
|
{
|
||||||
return wedges[GetWedgeIndex(thetaPlayerX % 360)];
|
var wedge = GetWedgeFromTheta(thetaPlayerX);
|
||||||
}
|
return GetPlanetRadius() * wedge.offset;
|
||||||
|
}
|
||||||
/// <summary>
|
public Vector3 GetPlanetCoordinatesFromPlayerXY(float playerLocalX, float playerLocalY)
|
||||||
/// Représente une plateforme qui bouge.
|
{
|
||||||
/// </summary>
|
var theta = playerLocalX;
|
||||||
public class Wedge
|
var wedgeRadius = GetPlanetRadius(playerLocalX) + playerLocalY;
|
||||||
{
|
var x = wedgeRadius * Mathf.Cos(theta * Mathf.PI / 180);
|
||||||
public float offset = 1.0f; //valeurs entre minRatio et maxRatio; < 1 étant renfoncé, 1 position normale, et > 1 vers l'extérieur
|
var y = wedgeRadius * Mathf.Sin(theta * Mathf.PI / 180) ;
|
||||||
public float tMin = 0; //theta min et theta max : angle thetat de début et fin du cartier;
|
|
||||||
public float tMax = 0;
|
return new Vector3(x, y, 0);
|
||||||
|
}
|
||||||
public GameObject sprite; //sprite et collider 2D
|
|
||||||
public GameObject gameObject; //wedge prefab avec collider
|
/// <summary>
|
||||||
}
|
/// retourn le no de plateforme
|
||||||
}
|
/// </summary>
|
||||||
|
/// <param name="thetaPlayerX"></param>
|
||||||
|
public int GetWedgeIndex(float thetaPlayerX)
|
||||||
|
{
|
||||||
|
return (int)Math.Floor(thetaPlayerX / TailleCartiersEnDegres);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
///
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="wedgeIndex"></param>
|
||||||
|
/// <returns></returns>
|
||||||
|
public int GetWedgeOpposé(int wedgeIndex)
|
||||||
|
{
|
||||||
|
//(i + 5) % 10 => [0,9]
|
||||||
|
return (wedgeIndex + NbCartiers / 2) % (NbCartiers);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// retourne l'objet interne
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="thetaPlayerX"></param>
|
||||||
|
/// <returns></returns>
|
||||||
|
public Wedge GetWedgeFromTheta(float thetaPlayerX)
|
||||||
|
{
|
||||||
|
print(GetWedgeIndex((thetaPlayerX)%360));
|
||||||
|
return wedges[GetWedgeIndex((thetaPlayerX) % 360)];
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Représente une plateforme qui bouge.
|
||||||
|
/// </summary>
|
||||||
|
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
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|||||||
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Assets/Sounds/A_Music_SpaceRanger.wav
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BIN
Assets/Sounds/A_Music_SpaceRanger.wav
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22
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22
Assets/Sounds/A_Music_SpaceRanger.wav.meta
Normal file
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Assets/_Scenes/01_SplashScreen.unity
Normal file
173
Assets/_Scenes/01_SplashScreen.unity
Normal file
@ -0,0 +1,173 @@
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8
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Loading…
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Reference in New Issue
Block a user