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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(); diff --git a/Assets/Scripts/Astronaut.cs b/Assets/Scripts/Astronaut.cs index e78687b..d8841f8 100644 --- a/Assets/Scripts/Astronaut.cs +++ b/Assets/Scripts/Astronaut.cs @@ -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(); + } + 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() diff --git a/Assets/Scripts/AstronautController.cs b/Assets/Scripts/AstronautController.cs index bd94670..3ff2ed7 100644 --- a/Assets/Scripts/AstronautController.cs +++ b/Assets/Scripts/AstronautController.cs @@ -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(); } } -} - +} + diff --git a/Assets/Scripts/Earthquake.cs b/Assets/Scripts/Earthquake.cs index f7943aa..8e6c355 100644 --- a/Assets/Scripts/Earthquake.cs +++ b/Assets/Scripts/Earthquake.cs @@ -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 () { + + } + + /// + /// Actualiser l'affichage de la gauge + /// + public void UpdateFixed() + { + + + + + } + + /// + /// à être Appelé à chaque fois qu'on enfonce un plateau, le gage se remplis plus vite. (et par le temps) + /// + 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); } + + + } diff --git a/Assets/Scripts/PlanetManager.cs b/Assets/Scripts/PlanetManager.cs index 9bf9861..d1dc94f 100644 --- a/Assets/Scripts/PlanetManager.cs +++ b/Assets/Scripts/PlanetManager.cs @@ -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 wedges = new List(); // 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 w.offset = w.offset - CartierStepSize; if (w.offset < CartierMinRatio) - w.offset = 0.5f; + w.offset = CartierMinRatio; w.sprite.transform.localScale = new Vector3(w.offset, w.offset, 1); @@ -99,7 +100,7 @@ public class PlanetManager : MonoBehaviour v.offset = v.offset + CartierStepSize; if (v.offset > CartierMaxRatio) - v.offset = 1.5f; + v.offset = CartierMaxRatio; v.sprite.transform.localScale = new Vector3(v.offset, v.offset, 1); } @@ -213,7 +214,7 @@ public class PlanetManager : MonoBehaviour /// public Wedge GetWedgeFromTheta(float thetaPlayerX) { - return wedges[GetWedgeIndex(thetaPlayerX)]; + return wedges[GetWedgeIndex(thetaPlayerX % 360)]; } /// diff --git a/Assets/Scripts/testRotate.cs b/Assets/Scripts/testRotate.cs index 04ec50b..f4d7316 100644 --- a/Assets/Scripts/testRotate.cs +++ b/Assets/Scripts/testRotate.cs @@ -9,7 +9,7 @@ public class testRotate : MonoBehaviour { private float speed = 33.2f; public bool check; - void Update() + public void Update() { if(Input.GetKeyDown("space") || Input.GetKey("s")) { @@ -41,18 +41,18 @@ public class testRotate : MonoBehaviour { // Use this for initialization void Start () { - } - - - - - + } + + + + + /// /// Juste pour tester le mouvement du player autour du cercle. /// Le player se déplace de gauche a droite en x et la valeur de x représente l'angle theta /// saute en y /// - 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