This commit is contained in:
RosimInc 2016-04-08 21:59:01 -04:00
commit 2e8bfdb900
9 changed files with 794 additions and 602 deletions

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using UnityEngine; using System;
using UnityEngine;
using System.Collections; using System.Collections;
public class Earthquake : MonoBehaviour { public class Earthquake : MonoBehaviour {
int gaugeLevel; int gaugeLevel;
const int gaugeMax=100; public int gaugeMax=100;
// Use this for initialization // Use this for initialization
public void Start() public void Start()
@ -50,6 +51,11 @@ public class Earthquake : MonoBehaviour {
} }
else else
{ {
var planet = FindObjectOfType<PlanetManager>();
planet.CallEarthQuake();
gaugeLevel = 0; gaugeLevel = 0;
} }

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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 GameObject WedgePrefab = null;
public List<Wedge> wedges = new List<Wedge>(); public List<Wedge> wedges = new List<Wedge>();
// Use this for initialization // Use this for initialization
public void Awake () { public void Awake () {
TailleCartiersEnDegres = 360.0f / NbCartiers; TailleCartiersEnDegres = 360.0f / NbCartiers;
for(int i = 0; i < NbCartiers; i++) for(int i = 0; i < NbCartiers; i++)
{ {
float debutAngleTheta = i* TailleCartiersEnDegres; float debutAngleTheta = i* TailleCartiersEnDegres;
var w = new Wedge() {tMin = debutAngleTheta, tMax = debutAngleTheta + TailleCartiersEnDegres}; var w = new Wedge() {tMin = debutAngleTheta, tMax = debutAngleTheta + TailleCartiersEnDegres};
//float angle = i * Mathf.PI * 2 / NbCartiers * 360; //float angle = i * Mathf.PI * 2 / NbCartiers * 360;
//var wedgePos = GetPlanetCoordinatesFromPlayerXY(debutAngleTheta, 0); //var wedgePos = GetPlanetCoordinatesFromPlayerXY(debutAngleTheta, 0);
// wedgePos.x -= Mathf.Cos(debutAngleTheta * Mathf.PI / 180); // wedgePos.x -= Mathf.Cos(debutAngleTheta * Mathf.PI / 180);
//wedgePos.y -= Mathf.Sin(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)); var obj = Instantiate(WedgePrefab, new Vector3(0.0f,0.0f, 0.0f), Quaternion.Euler(0, 0, debutAngleTheta));
obj.name = "wedge_" + i; obj.name = "wedge_" + i;
w.sprite = GameObject.Find(obj.name); w.sprite = GameObject.Find(obj.name);
wedges.Add(w); //pushes at end. wedges.Add(w); //pushes at end.
} }
} }
// Update is called once per frame // Update is called once per frame
public void Update () { public void Update () {
} }
public void FixedUpdate() public void FixedUpdate()
{ {
if (!this.CartierResetOverTime) return; if (!this.CartierResetOverTime) return;
//Ramener les plateforme vers leur position initiale 0; //Ramener les plateforme vers leur position initiale 0;
foreach (var w in wedges) foreach (var w in wedges)
{ {
if (w.offset <= 1.05f && w.offset >= 0.95f) if (w.offset <= 1.05f && w.offset >= 0.95f)
{ {
w.offset = 1.0f; w.offset = 1.0f;
} }
else if (w.offset > 1.0f) else if (w.offset > 1.0f)
{ {
if (!CartierResetRatioSpeedRandomize) if (!CartierResetRatioSpeedRandomize)
{ {
w.offset -= 0.005f*CartierResetRatioSpeedFactor; w.offset -= 0.005f*CartierResetRatioSpeedFactor;
} }
else else
{ {
w.offset -= 0.005f*CartierResetRatioSpeedFactor * UnityEngine.Random.Range(-0.5f, 2f); w.offset -= 0.005f*CartierResetRatioSpeedFactor * UnityEngine.Random.Range(-0.5f, 2f);
} }
} }
else if (w.offset < 1.0f) else if (w.offset < 1.0f)
{ {
if (!CartierResetRatioSpeedRandomize) if (!CartierResetRatioSpeedRandomize)
{ {
w.offset += 0.005f*CartierResetRatioSpeedFactor; w.offset += 0.005f*CartierResetRatioSpeedFactor;
} }
else else
{ {
w.offset += 0.005f*CartierResetRatioSpeedFactor*UnityEngine.Random.Range(0f, 3f); w.offset += 0.005f*CartierResetRatioSpeedFactor*UnityEngine.Random.Range(0f, 3f);
} }
} }
w.sprite.transform.localScale = new Vector3(w.offset, w.offset,1.0f); w.sprite.transform.localScale = new Vector3(w.offset, w.offset,1.0f);
} }
//TODO_SR For each player //TODO_SR For each player
} }
public void PushWedge(float thetaPlayerX) public void PushWedge(float thetaPlayerX)
{ {
var index = GetWedgeIndex(thetaPlayerX); var index = GetWedgeIndex(thetaPlayerX);
var w = wedges[index]; var w = wedges[index];
w.offset = w.offset - CartierStepSize; w.offset = w.offset - CartierStepSize;
if (w.offset < CartierMinRatio) if (w.offset < CartierMinRatio)
w.offset = CartierMinRatio; w.offset = CartierMinRatio;
w.sprite.transform.localScale = new Vector3(w.offset, w.offset, 1); w.sprite.transform.localScale = new Vector3(w.offset, w.offset, 1);
//push back l'opposée //push back l'opposée
var indexOppose = GetWedgeOpposé(index); var indexOppose = GetWedgeOpposé(index);
var v = wedges[indexOppose]; var v = wedges[indexOppose];
v.offset = v.offset + CartierStepSize; v.offset = v.offset + CartierStepSize;
if (v.offset > CartierMaxRatio) if (v.offset > CartierMaxRatio)
v.offset = CartierMaxRatio; v.offset = CartierMaxRatio;
v.sprite.transform.localScale = new Vector3(v.offset, v.offset, 1); v.sprite.transform.localScale = new Vector3(v.offset, v.offset, 1);
}
// call fill gauge after every hit.
var earthQuakeGauge = FindObjectOfType<Earthquake>();
//public void PushWedge(float thetaPlayerX) earthQuakeGauge.FillGauge();
//{ }
// var index = GetWedgeIndex(thetaPlayerX);
// var w = wedges[index];
/// <summary>
/// On a earthquake, everything expands by a step
/// </summary>
// w.offset = w.offset - 0.5f; public void CallEarthQuake()
// if (w.offset < -1.0f) {
// w.offset = -1.0f; foreach (var w in wedges)
{
// var angle = w.tMin; //w.tMax - TailleCartiersEnDegres/2; w.offset = w.offset + CartierStepSize;
if (w.offset > CartierMaxRatio)
// var normalPos = GetPlanetCoordinatesFromPlayerXY(angle, 0); w.offset = CartierMaxRatio;
// normalPos.x -= Mathf.Cos(angle * Mathf.PI / 180); }
// normalPos.y -= Mathf.Sin(angle * Mathf.PI / 180); }
// var wedgePos = GetPlanetCoordinatesFromPlayerXY(angle, 0); //public void PushWedge(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 index = GetWedgeIndex(thetaPlayerX);
// var w = wedges[index];
// w.sprite.transform.position = Vector3.Lerp(normalPos, wedgePos, Time.deltaTime);
// ///push back l'opposée // w.offset = w.offset - 0.5f;
// var indexOppose = GetWedgeOpposé(index); // if (w.offset < -1.0f)
// var v = wedges[indexOppose]; // w.offset = -1.0f;
// v.offset = v.offset + 0.5f; // var angle = w.tMin; //w.tMax - TailleCartiersEnDegres/2;
// if (v.offset > 1.0f)
// v.offset = 1.0f; // var normalPos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
// normalPos.x -= Mathf.Cos(angle * Mathf.PI / 180);
// angle = v.tMin; //w.tMax - TailleCartiersEnDegres/2; // normalPos.y -= Mathf.Sin(angle * Mathf.PI / 180);
// normalPos = GetPlanetCoordinatesFromPlayerXY(angle, 0); // var wedgePos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
// normalPos.x -= Mathf.Cos(angle * Mathf.PI / 180); // wedgePos.x -= Mathf.Cos(angle * Mathf.PI / 180) - 50 * w.offset * Mathf.Cos(angle * Mathf.PI / 180);
// normalPos.y -= Mathf.Sin(angle * Mathf.PI / 180); // wedgePos.y -= Mathf.Sin(angle * Mathf.PI / 180) - 50 * w.offset * 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); // w.sprite.transform.position = Vector3.Lerp(normalPos, wedgePos, Time.deltaTime);
// wedgePos.y -= Mathf.Sin(angle * Mathf.PI / 180) - 50 * v.offset * Mathf.Sin(angle * Mathf.PI / 180);
// ///push back l'opposée
// var indexOppose = GetWedgeOpposé(index);
// v.sprite.transform.position = Vector3.Lerp(normalPos, wedgePos, Time.deltaTime); // var v = wedges[indexOppose];
// v.offset = v.offset + 0.5f;
//} // if (v.offset > 1.0f)
// v.offset = 1.0f;
/// <summary> // angle = v.tMin; //w.tMax - TailleCartiersEnDegres/2;
/// Radius sphere est scale/2
/// </summary> // normalPos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
/// <returns></returns> // normalPos.x -= Mathf.Cos(angle * Mathf.PI / 180);
public float GetPlanetRadius() // normalPos.y -= Mathf.Sin(angle * Mathf.PI / 180);
{
return gameObject.transform.localScale.x / 2.0f; // 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);
/// <summary>
/// Radius sphere est scale/2
/// </summary> // 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> /// <returns></returns>
public float GetPlanetRadius(float thetaPlayerX) public float GetPlanetRadius(float thetaPlayerX)
{ {
var wedge = GetWedgeFromTheta(thetaPlayerX); var wedge = GetWedgeFromTheta(thetaPlayerX);
return GetPlanetRadius() * wedge.offset; return GetPlanetRadius() * wedge.offset;
} }
public Vector3 GetPlanetCoordinatesFromPlayerXY(float playerLocalX, float playerLocalY) public Vector3 GetPlanetCoordinatesFromPlayerXY(float playerLocalX, float playerLocalY)
{ {
var theta = playerLocalX; var theta = playerLocalX;
var wedgeRadius = GetPlanetRadius(playerLocalX) + playerLocalY; var wedgeRadius = GetPlanetRadius(playerLocalX) + playerLocalY;
var x = wedgeRadius * Mathf.Cos(theta * Mathf.PI / 180); var x = wedgeRadius * Mathf.Cos(theta * Mathf.PI / 180);
var y = wedgeRadius * Mathf.Sin(theta * Mathf.PI / 180) ; var y = wedgeRadius * Mathf.Sin(theta * Mathf.PI / 180) ;
return new Vector3(x, y, 0); return new Vector3(x, y, 0);
} }
/// <summary> /// <summary>
/// retourn le no de plateforme /// retourn le no de plateforme
/// </summary> /// </summary>
/// <param name="thetaPlayerX"></param> /// <param name="thetaPlayerX"></param>
public int GetWedgeIndex(float thetaPlayerX) public int GetWedgeIndex(float thetaPlayerX)
{ {
return (int)Math.Floor(thetaPlayerX / TailleCartiersEnDegres); return (int)Math.Floor(thetaPlayerX / TailleCartiersEnDegres);
} }
/// <summary> /// <summary>
/// ///
/// </summary> /// </summary>
/// <param name="wedgeIndex"></param> /// <param name="wedgeIndex"></param>
/// <returns></returns> /// <returns></returns>
public int GetWedgeOpposé(int wedgeIndex) public int GetWedgeOpposé(int wedgeIndex)
{ {
//(i + 5) % 10 => [0,9] //(i + 5) % 10 => [0,9]
return (wedgeIndex + NbCartiers / 2) % (NbCartiers); return (wedgeIndex + NbCartiers / 2) % (NbCartiers);
} }
/// <summary> /// <summary>
/// retourne l'objet interne /// retourne l'objet interne
/// </summary> /// </summary>
/// <param name="thetaPlayerX"></param> /// <param name="thetaPlayerX"></param>
/// <returns></returns> /// <returns></returns>
public Wedge GetWedgeFromTheta(float thetaPlayerX) public Wedge GetWedgeFromTheta(float thetaPlayerX)
{ {
return wedges[GetWedgeIndex(thetaPlayerX % 360)]; return wedges[GetWedgeIndex(thetaPlayerX % 360)];
} }
/// <summary> /// <summary>
/// Représente une plateforme qui bouge. /// Représente une plateforme qui bouge.
/// </summary> /// </summary>
public class Wedge 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 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 tMin = 0; //theta min et theta max : angle thetat de début et fin du cartier;
public float tMax = 0; public float tMax = 0;
public GameObject sprite; //sprite et collider 2D public GameObject sprite; //sprite et collider 2D
} }
} }

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