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https://github.com/ConjureETS/PixelSphinx.git
synced 2026-03-24 02:20:58 +00:00
Merge branch 'master' of https://github.com/ETSConjure/PixelSphinx
Conflicts: Assets/Scripts/Astronaut.cs
This commit is contained in:
commit
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@ -7,21 +7,21 @@ public class Asteroid : MonoBehaviour
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public float speed;
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public float step;
|
||||
|
||||
// Use this for initialization
|
||||
void Start()
|
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// Use this for initialization
|
||||
public void Start()
|
||||
{
|
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speed = Random.Range(0.9F, 3F);
|
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speed = Random.Range(1.8F, 3F);
|
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// print(speed);
|
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center = new Vector3(0, 0);
|
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}
|
||||
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||||
// Update is called once per frame
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void Update () {
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||||
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||||
// Update is called once per frame
|
||||
public void Update () {
|
||||
MoveObject(center);
|
||||
|
||||
}
|
||||
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||||
void MoveObject(Vector3 center)
|
||||
public void MoveObject(Vector3 center)
|
||||
{
|
||||
step = speed * Time.deltaTime;
|
||||
this.transform.position = Vector3.MoveTowards(transform.position, center, step);
|
||||
|
||||
@ -7,7 +7,7 @@ public class AsteroidSpawner : TimerFunctionsClass
|
||||
|
||||
public float NextSpawnTime = 1.0f;
|
||||
public GameObject AsteroidPrefab;
|
||||
public bool GenerationVersLesjoueurs = true; //random lorsque false;
|
||||
public bool GenerationVersLesjoueurs = false; //random lorsque false;
|
||||
|
||||
// Use this for initialization
|
||||
void Start ()
|
||||
@ -51,8 +51,6 @@ public class AsteroidSpawner : TimerFunctionsClass
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//Cooldown untill next random spawn
|
||||
SetTimer(NextSpawnTime, SpawnAsteroidEvent);
|
||||
StartTimer();
|
||||
|
||||
@ -13,13 +13,14 @@ public class Astronaut : MonoBehaviour {
|
||||
public GameObject SpriteDash;
|
||||
|
||||
public float Width;
|
||||
|
||||
public float DashTime = 0.4f; //Temps de l'animation et rate limiting
|
||||
private float lastDashTime = 0f;
|
||||
public float StepTime;
|
||||
public float JumpSpeed;
|
||||
public float Gravity;
|
||||
public float Speed;
|
||||
public float EjectSpeed;
|
||||
public float DashSpeed;
|
||||
//public float DashSpeed;
|
||||
|
||||
public PlanetManager planet;
|
||||
|
||||
@ -63,9 +64,13 @@ public class Astronaut : MonoBehaviour {
|
||||
private float walkTime = 0;
|
||||
private int nextStep = 1;
|
||||
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
State = AstronautState.Idle;
|
||||
// Use this for initialization
|
||||
public void Start () {
|
||||
if (!planet)
|
||||
{
|
||||
planet = FindObjectOfType<PlanetManager>();
|
||||
}
|
||||
State = AstronautState.Idle;
|
||||
//Debug.Log(planet.GetPlanetRadius(0));
|
||||
theta = 0;
|
||||
height = planet.GetPlanetRadius(theta);
|
||||
@ -100,9 +105,9 @@ public class Astronaut : MonoBehaviour {
|
||||
{
|
||||
return Mathf.Repeat(num + limit, limit);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
|
||||
// Update is called once per frame
|
||||
public void Update () {
|
||||
float delta = Time.deltaTime;
|
||||
|
||||
if (!grounded)
|
||||
@ -117,12 +122,12 @@ public class Astronaut : MonoBehaviour {
|
||||
float radius = GetGroundRadius();
|
||||
if (grounded = (height <= radius))
|
||||
{
|
||||
if (State == AstronautState.Dashing)
|
||||
/*if (State == AstronautState.Dashing)
|
||||
{
|
||||
planet.PushWedge(Repeat(theta,360));
|
||||
State = AstronautState.Idle;
|
||||
//TODO_SR Create dash impact here
|
||||
}
|
||||
}*/
|
||||
|
||||
height = radius;
|
||||
if (State == AstronautState.Jumping)
|
||||
@ -195,7 +200,7 @@ public class Astronaut : MonoBehaviour {
|
||||
float movement = PlanetUtilities.GetDisplacementAngle(Speed * -x, height) * Time.deltaTime;
|
||||
//Debug.Log("Moving! - " + height);
|
||||
//Debug.Log("Daaa - " + movement);
|
||||
float newTheta = theta + movement;
|
||||
float newTheta = (360 + theta + movement) % 360; // angle positif
|
||||
|
||||
float newHeight = GetGroundRadius(newTheta);
|
||||
if (newHeight > height)
|
||||
@ -206,13 +211,25 @@ public class Astronaut : MonoBehaviour {
|
||||
|
||||
theta = newTheta;
|
||||
}
|
||||
if (State == AstronautState.Dashing && grounded)
|
||||
{
|
||||
//TODO arreter mouvement lateral
|
||||
State=AstronautState.Idle;
|
||||
}
|
||||
}
|
||||
|
||||
public void Jump()
|
||||
{
|
||||
if (State >= AstronautState.Ejecting || State == AstronautState.Jumping)
|
||||
if (State >= AstronautState.Ejecting)
|
||||
return;
|
||||
if (!grounded) return;
|
||||
if (State == AstronautState.Jumping)
|
||||
{
|
||||
Dash();
|
||||
State=AstronautState.Dashing; //TODO relacher l'état Dashing
|
||||
return;
|
||||
|
||||
}
|
||||
if (!grounded) return;
|
||||
vSpeed = JumpSpeed;
|
||||
grounded = false;
|
||||
State = AstronautState.Jumping;
|
||||
@ -220,11 +237,18 @@ public class Astronaut : MonoBehaviour {
|
||||
|
||||
public void Dash()
|
||||
{
|
||||
if (_state >= AstronautState.Ejecting)
|
||||
return;
|
||||
|
||||
if (Time.time < DashTime + lastDashTime)
|
||||
return;
|
||||
|
||||
if (_state >= AstronautState.Ejecting)
|
||||
return;
|
||||
|
||||
State = AstronautState.Dashing;
|
||||
vSpeed = -DashSpeed;
|
||||
lastDashTime = Time.time;
|
||||
planet.PushWedge(this.theta);
|
||||
|
||||
//State = AstronautState.Dashing;
|
||||
//vSpeed = -DashSpeed;
|
||||
}
|
||||
|
||||
public void Eject()
|
||||
|
||||
@ -2,15 +2,15 @@
|
||||
using System.Collections;
|
||||
using InputHandler;
|
||||
|
||||
[RequireComponent(typeof(Astronaut))]
|
||||
[RequireComponent(typeof(Astronaut))]
|
||||
public class AstronautController : MonoBehaviour {
|
||||
|
||||
private Astronaut _astronaut;
|
||||
|
||||
public int PlayerNumber;
|
||||
|
||||
// Use this for initialization
|
||||
void Start()
|
||||
// Use this for initialization
|
||||
public void Start()
|
||||
{
|
||||
InputManager.Instance.PushActiveContext("Gameplay", PlayerNumber);
|
||||
InputManager.Instance.AddCallback(PlayerNumber, HandlePlayerAxis);
|
||||
@ -49,11 +49,17 @@ public class AstronautController : MonoBehaviour {
|
||||
|
||||
_astronaut.Move(xValue, yValue);
|
||||
|
||||
if (input.Ranges.ContainsKey("Dash"))
|
||||
{
|
||||
if(input.Ranges["Dash"] > 0.8f)
|
||||
_astronaut.Dash();
|
||||
}
|
||||
|
||||
// le dash se fait par double jump avec un state change.
|
||||
|
||||
//if (input.Ranges.ContainsKey("Dash"))
|
||||
//{
|
||||
// if (input.Ranges["Dash"] > 0.8f)
|
||||
// {
|
||||
// _astronaut.Dash();
|
||||
// }
|
||||
|
||||
//}
|
||||
}
|
||||
|
||||
private void HandlePlayerButtons(MappedInput input)
|
||||
@ -65,5 +71,5 @@ public class AstronautController : MonoBehaviour {
|
||||
_astronaut.Jump();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
@ -3,31 +3,59 @@ using System.Collections;
|
||||
|
||||
public class Earthquake : MonoBehaviour {
|
||||
int gaugeLevel;
|
||||
const int gaugeMax=4;
|
||||
const int gaugeMax=100;
|
||||
|
||||
// Use this for initialization
|
||||
void Start()
|
||||
public void Start()
|
||||
{
|
||||
gaugeLevel = 0;
|
||||
InvokeRepeating("fillGauge", 1, 1F);
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
InvokeRepeating("FillGauge", 1, 1F);
|
||||
|
||||
}
|
||||
|
||||
void fillGauge()
|
||||
// Update is called once per frame
|
||||
public void Update () {
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Actualiser l'affichage de la gauge
|
||||
/// </summary>
|
||||
public void UpdateFixed()
|
||||
{
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// à être Appelé à chaque fois qu'on enfonce un plateau, le gage se remplis plus vite. (et par le temps)
|
||||
/// </summary>
|
||||
public void FillGauge()
|
||||
{
|
||||
if (gaugeLevel < gaugeMax)
|
||||
{
|
||||
gaugeLevel += 1;
|
||||
|
||||
|
||||
//anim state [0-90] normale, rotation
|
||||
|
||||
//color hue de plus en plus vers le rouge
|
||||
|
||||
//[90-100]
|
||||
//anim avec les ripples
|
||||
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
gaugeLevel = 0;
|
||||
|
||||
}
|
||||
print("gauge is at: " + gaugeLevel);
|
||||
print("gauge is at: " + gaugeLevel);
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
@ -10,6 +10,7 @@ public class PlanetManager : MonoBehaviour
|
||||
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;
|
||||
@ -17,7 +18,7 @@ public class PlanetManager : MonoBehaviour
|
||||
public List<Wedge> wedges = new List<Wedge>();
|
||||
|
||||
// Use this for initialization
|
||||
void Awake () {
|
||||
public void Awake () {
|
||||
TailleCartiersEnDegres = 360.0f / NbCartiers;
|
||||
|
||||
for(int i = 0; i < NbCartiers; i++)
|
||||
@ -34,17 +35,17 @@ public class PlanetManager : MonoBehaviour
|
||||
w.sprite = GameObject.Find(obj.name);
|
||||
wedges.Add(w); //pushes at end.
|
||||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
public void Update () {
|
||||
|
||||
|
||||
}
|
||||
|
||||
void FixedUpdate()
|
||||
public void FixedUpdate()
|
||||
{
|
||||
if (!this.CartierResetRatioSpeedRandomize) return;
|
||||
if (!this.CartierResetOverTime) return;
|
||||
//Ramener les plateforme vers leur position initiale 0;
|
||||
|
||||
foreach (var w in wedges)
|
||||
@ -88,7 +89,7 @@ public class PlanetManager : MonoBehaviour
|
||||
|
||||
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@ -99,7 +100,7 @@ public class PlanetManager : MonoBehaviour
|
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|
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v.offset = v.offset + CartierStepSize;
|
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@ -213,7 +214,7 @@ public class PlanetManager : MonoBehaviour
|
||||
/// <returns></returns>
|
||||
public Wedge GetWedgeFromTheta(float thetaPlayerX)
|
||||
{
|
||||
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|
||||
return wedges[GetWedgeIndex(thetaPlayerX % 360)];
|
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}
|
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/// <summary>
|
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||||
@ -9,7 +9,7 @@ public class testRotate : MonoBehaviour {
|
||||
private float speed = 33.2f;
|
||||
public bool check;
|
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|
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void Update()
|
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public void Update()
|
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{
|
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if(Input.GetKeyDown("space") || Input.GetKey("s"))
|
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{
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@ -41,18 +41,18 @@ public class testRotate : MonoBehaviour {
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// Use this for initialization
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void Start () {
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}
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}
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/// <summary>
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/// Juste pour tester le mouvement du player autour du cercle.
|
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/// Le player se déplace de gauche a droite en x et la valeur de x représente l'angle theta
|
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/// saute en y
|
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void FixedUpdate()
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{
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@ -67,11 +67,11 @@ public class testRotate : MonoBehaviour {
|
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// var x = r * Mathf.Cos(theta * Mathf.PI / 180);
|
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// var y = r * Mathf.Sin(theta * Mathf.PI / 180); // + y0 du player
|
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var player = GameObject.Find("CubePlayer").gameObject;
|
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// var player = GameObject.Find("CubePlayer").gameObject;
|
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Vector3 pos = planet.GetPlanetCoordinatesFromPlayerXY(theta, 0f);
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//Vector3 pos = planet.GetPlanetCoordinatesFromPlayerXY(theta, 0f);
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player.transform.position = Vector3.Lerp(player.transform.position,
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planet.GetPlanetCoordinatesFromPlayerXY(theta, 0f), Time.fixedDeltaTime);
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//player.transform.position = Vector3.Lerp(player.transform.position,
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// planet.GetPlanetCoordinatesFromPlayerXY(theta, 0f), Time.fixedDeltaTime);
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}
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}
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531
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531
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Loading…
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Reference in New Issue
Block a user