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Ajout nouveau background et atmosphere, recul camera. ajout délai avant que plateforme baisse à son état normal
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BIN
Assets/Art/T_Planet_Atmosphere_01.png
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Assets/Art/T_Space_Background_02.png
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@ -106,6 +106,8 @@ MonoBehaviour:
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@ -139,6 +141,8 @@ MonoBehaviour:
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CartierStepSize: 0.25
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CartierWaitBeforeRaise: 0.6
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WedgePrefab: {fileID: 170328, guid: 0b78da08dfa398840862539a74cc2377, type: 2}
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--- !u!135 &13593906
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SphereCollider:
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@ -14,7 +14,7 @@ public class PlanetManager : MonoBehaviour
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public float CartierMinRatio = 0.4f;
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public float CartierMaxRatio = 2.0f;
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public float CartierStepSize = 0.25f;
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public float CartierWaitBeforeRaise = 0.6f;
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public float CartierWaitBeforeRaise = 2f;
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public float balanceValue;
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private float disbalance = 0f;
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public GameObject WedgePrefab = null;
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@ -82,7 +82,7 @@ public class PlanetManager : MonoBehaviour
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{
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w.offset = 1.0f;
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else if (w.offset > 1.0f)
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if (!CartierResetRatioSpeedRandomize)
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{
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@ -118,6 +118,7 @@ public class PlanetManager : MonoBehaviour
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var difference = CartierStepSize;
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var wOffsetBefore = w.offset;
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w.offset = w.offset - CartierStepSize;
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if (w.offset <= CartierMinRatio)
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{
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@ -134,27 +135,31 @@ public class PlanetManager : MonoBehaviour
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var indexOppose = GetWedgeOpposé(index);
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var v = wedges[indexOppose];
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v.offset = v.offset + difference; //CartierStepSize; //diférentiel au lieu du step size
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if (v.offset >= CartierMaxRatio)
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// if (Time.time >= v.timeSincePushedToMinimum + CartierWaitBeforeRaise) // résultats étranges ;)
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if (wOffsetBefore >= 0.9f)
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{
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v.offset = CartierMaxRatio;
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//checker si on éjecte des players
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var players = FindObjectsOfType<Astronaut>();
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foreach (var p in players)
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v.offset = v.offset + difference; //CartierStepSize; //diférentiel au lieu du step size
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if (v.offset >= CartierMaxRatio)
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{
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if (v.tMax >= p.GetTheta() && p.GetTheta() >= v.tMin && p.IsGrounded())
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v.offset = CartierMaxRatio;
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w.timeSincePushedToMaximum = Time.time;
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//checker si on éjecte des players
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var players = FindObjectsOfType<Astronaut>();
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foreach (var p in players)
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{
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p.Eject();
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if (v.tMax >= p.GetTheta() && p.GetTheta() >= v.tMin && p.IsGrounded())
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p.Eject();
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}
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}
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}
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}
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v.sprite.transform.localScale = new Vector3(v.offset, v.offset, 1);
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// call fill gauge after every hit.
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var earthQuakeGauge = FindObjectOfType<Earthquake>();
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@ -299,6 +304,7 @@ public class PlanetManager : MonoBehaviour
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public float tMin = 0; //theta min et theta max : angle thetat de début et fin du cartier;
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public float tMax = 0;
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public float timeSincePushedToMinimum = 0.0f;
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public float timeSincePushedToMaximum = 0.0f;
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public GameObject sprite; //sprite et collider 2D
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public GameObject gameObject; //wedge prefab avec collider
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}
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