Ajout nouveau background et atmosphere, recul camera. ajout délai avant que plateforme baisse à son état normal

This commit is contained in:
Jean-Sébastien Gervais 2016-04-09 11:34:24 -04:00
parent c65ec6333e
commit 382aff681a
7 changed files with 205 additions and 15 deletions

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@ -14,7 +14,7 @@ public class PlanetManager : MonoBehaviour
public float CartierMinRatio = 0.4f;
public float CartierMaxRatio = 2.0f;
public float CartierStepSize = 0.25f;
public float CartierWaitBeforeRaise = 0.6f;
public float CartierWaitBeforeRaise = 2f;
public float balanceValue;
private float disbalance = 0f;
public GameObject WedgePrefab = null;
@ -82,7 +82,7 @@ public class PlanetManager : MonoBehaviour
{
w.offset = 1.0f;
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else if (w.offset > 1.0f)
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@ -118,6 +118,7 @@ public class PlanetManager : MonoBehaviour
var difference = CartierStepSize;
var wOffsetBefore = w.offset;
w.offset = w.offset - CartierStepSize;
if (w.offset <= CartierMinRatio)
{
@ -134,27 +135,31 @@ public class PlanetManager : MonoBehaviour
var indexOppose = GetWedgeOpposé(index);
var v = wedges[indexOppose];
v.offset = v.offset + difference; //CartierStepSize; //diférentiel au lieu du step size
if (v.offset >= CartierMaxRatio)
// if (Time.time >= v.timeSincePushedToMinimum + CartierWaitBeforeRaise) // résultats étranges ;)
if (wOffsetBefore >= 0.9f)
{
v.offset = CartierMaxRatio;
//checker si on éjecte des players
var players = FindObjectsOfType<Astronaut>();
foreach (var p in players)
v.offset = v.offset + difference; //CartierStepSize; //diférentiel au lieu du step size
if (v.offset >= CartierMaxRatio)
{
if (v.tMax >= p.GetTheta() && p.GetTheta() >= v.tMin && p.IsGrounded())
v.offset = CartierMaxRatio;
w.timeSincePushedToMaximum = Time.time;
//checker si on éjecte des players
var players = FindObjectsOfType<Astronaut>();
foreach (var p in players)
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p.Eject();
if (v.tMax >= p.GetTheta() && p.GetTheta() >= v.tMin && p.IsGrounded())
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@ -299,6 +304,7 @@ public class PlanetManager : MonoBehaviour
public float tMin = 0; //theta min et theta max : angle thetat de début et fin du cartier;
public float tMax = 0;
public float timeSincePushedToMinimum = 0.0f;
public float timeSincePushedToMaximum = 0.0f;
public GameObject sprite; //sprite et collider 2D
public GameObject gameObject; //wedge prefab avec collider
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