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

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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);
wedges.Add(w); //pushes at end.
}
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);
wedges.Add(w); //pushes at end.
}
}
// Update is called once per frame
public void Update () {
}
public void FixedUpdate()
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;
v.sprite.transform.localScale = new Vector3(v.offset, v.offset, 1);
}
//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>
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;
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 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
}
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