This commit is contained in:
Sophie 2016-04-09 11:01:21 -04:00
commit 26e9009cbf
24 changed files with 1720 additions and 362 deletions

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@ -28,6 +28,7 @@ GameObject:
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- 114: {fileID: 11437858}
- 135: {fileID: 13502558}
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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}
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m_AngularDrag: 0.05
m_UseGravity: 0
m_IsKinematic: 0
m_Interpolate: 0
m_Constraints: 0
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--- !u!114 &11437858
MonoBehaviour:
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@ -28,6 +28,7 @@ GameObject:
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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}
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m_IsKinematic: 0
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m_Constraints: 0
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MonoBehaviour:
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@ -28,6 +28,7 @@ GameObject:
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m_Layer: 0
m_Name: Asteroid_3
m_TagString: Asteroid
@ -93,6 +94,21 @@ MeshFilter:
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m_GameObject: {fileID: 160026}
m_Mesh: {fileID: 10207, guid: 0000000000000000e000000000000000, type: 0}
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m_UseGravity: 0
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m_Interpolate: 0
m_Constraints: 0
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--- !u!114 &11437858
MonoBehaviour:
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@ -28,6 +28,7 @@ GameObject:
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m_Layer: 0
m_Name: Asteroid_4
m_TagString: Asteroid
@ -93,6 +94,21 @@ MeshFilter:
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m_GameObject: {fileID: 160026}
m_Mesh: {fileID: 10207, guid: 0000000000000000e000000000000000, type: 0}
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m_UseGravity: 0
m_IsKinematic: 0
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m_Constraints: 0
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--- !u!114 &11437858
MonoBehaviour:
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@ -60,6 +60,7 @@ GameObject:
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- 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
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MonoBehaviour:
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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
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@ -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:
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@ -229,7 +246,7 @@ SpriteRenderer:
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m_PrefabInternal: {fileID: 100100000}
m_GameObject: {fileID: 157058}
m_Enabled: 0
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_Materials:

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@ -74,7 +74,7 @@ ParticleSystem:
minMaxState: 0
speed: 1
randomSeed: 0
looping: 1
looping: 0
prewarm: 0
playOnAwake: 1
moveWithTransform: 1

View File

@ -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:

View File

@ -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<ParticleSystem>().Play(true);
//var wtf = new WaitForSeconds(emitter.GetComponent<ParticleSystem>().duration);
//Destroy(emitter);
}
Destroy(this.gameObject);
}
}
}

View File

@ -64,6 +64,12 @@ public class AsteroidSpawner : TimerFunctionsClass
var planet = FindObjectOfType<PlanetManager>();
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 angle = ( 360.0f + (((playerTheta * 180)) / Mathf.PI)) % 360; ///TODO : a changer pour p.theta
//print("angle:" + angle);

View File

@ -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>();
_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;
}

View File

@ -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);
}
}
}

View File

@ -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<PlanetManager>();
//gaugeLevel = 0;
core = this.GetComponent<SpriteRenderer>();
//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);
}
/// <summary>
/// Actualiser l'affichage de la gauge
/// </summary>
public void UpdateFixed()
{
public void UpdateFixed()
{
}
/// <summary>
@ -35,11 +48,11 @@ public class Earthquake : MonoBehaviour {
/// </summary>
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);*/
}

View File

@ -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<Wedge> wedges = new List<Wedge>();
// 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<Astronaut>();
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<Earthquake>();
earthQuakeGauge.FillGauge();
}
/// <summary>
/// On a earthquake, everything expands by a step
/// </summary>
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);
//}
/// <summary>
/// Radius sphere est scale/2
/// </summary>
/// <returns></returns>
public float GetPlanetRadius()
{
return gameObject.transform.localScale.x / 2.0f;
}
/// <summary>
/// Radius sphere est scale/2
/// </summary>
/// <returns></returns>
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);
}
/// <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)
{
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
}
}
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<Wedge> wedges = new List<Wedge>();
// 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<SpriteRenderer>().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<Astronaut>();
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<Earthquake>();
earthQuakeGauge.FillGauge();
}
/// <summary>
/// On a earthquake, everything expands by a step
/// </summary>
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<Astronaut>();
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);
//}
/// <summary>
/// Radius sphere est scale/2
/// </summary>
/// <returns></returns>
public float GetPlanetRadius()
{
return gameObject.transform.localScale.x / 2.0f;
}
/// <summary>
/// Radius sphere est scale/2
/// </summary>
/// <returns></returns>
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);
}
/// <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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